Reclassify 'Storage space' and 'People space' in buildings

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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby SekoETC » Tue Apr 13, 2010 10:43 am

It is possible to move corpses with a wheelbarrow, you just need two people, normally it would take three or four. I think the making life harder for murderers argument is a bit silly since you could just chop up the corpse and take it out in parts. But smart murderers drag the person out before killing them since wounded people are lighter than corpses. Not much sense in that either but that's just how it is.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Tincho » Tue Apr 13, 2010 9:21 pm

For more tips on how to assassinate people and disappear their bodies, ask Seko.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Snake_byte » Wed Apr 14, 2010 2:52 am

-Stone Building

Capacity:
People = 30
Total weight = 3,300,000 grams

30 X 60,000 = 1,800,000 grams (weight of 30 people, carrying nothing)

3,300,000 - 1,800,000 = 1,500,000 grams (New weight allowance in Stone Building)

There are 30 'slots' for character's AND a separate 'Storage weight limit'.
Adding 'slots' to buildings for characters, a little like resource slots, could make this possible. But then the weight -held- by characters must still be taken into account. This would make it so that you couldn't barricade large buildings with one person. But in a shack, for instance, you could force anyone entering to enter carrying nothing but could never fully keep them out.


Characters and bodies can both take up the character slot in the buildings. Make it so the codes share a slot in the building then both don't have the 60,000g calculated but only the stuff over. When someone dies, they take up the slot they were standing in and their extra weight falls to the floor as the extra weight they were carrying. Like taking just the stuff on the floor and the things anyone carrying over 0g into account.

Edit: Maybe something like Nulling or 'Hiding' the 60,000g of body weight per person in 'Weight capacity used:' and using 'Person capacity used:' as character and body slots, but adding the 'Carrying:' amounts...?
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Doug R. » Wed Apr 14, 2010 12:19 pm

Doing this doesn't solve the problem of buildings stuffed with bodies that no one can move out because they can't fit inside.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Snake_byte » Wed Apr 14, 2010 7:19 pm

1) Accelerate decomp rate with a minimum weight cap to stop it from disappearing. The cap is where any one person or just a stronger and above can move it single-handedly. Bodies decomp too slowly as it is.

2a)Also, making only half or some of the 'slots' unusable by bodies would make it so all slots -never- get used and least one person can always get in.

2b)Or vise versa, you can make extra slots for bodies and null the calculation of their weight in buildings but not for dragging... So, unless the character slots were all taken up by -living- characters, people can still get in. And when someone dies, the body drops in a slot and their stuff drops with the things on the floor, (whose weight is already being counted in the 'Weight capacity used:').

*edit* This still allows for barricading but no longer do we need the help of programming to fix, as people would still be able to enter, just that they'd have to go in carrying nothing and drag stuff out or pick it up and carry it out to make room.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby SekoETC » Wed Apr 14, 2010 7:38 pm

*edit* This still allows for barricading but no longer do we need the help of programming to fix, as people would still be able to enter, just that they'd have to go in carrying nothing and drag stuff out or pick it up and carry it out to make room.


It would be strategically interesting if you could get into blocked buildings but only while carrying nothing. Then if there was a living killer inside, you'd have to take the risk and go there without a shield or anything.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Snake_byte » Wed Apr 14, 2010 8:35 pm

Yeah, but then two people or more can fit in with nothing and drag him out.
Or pack it full of people to beat'em with their fists. :lol:
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby returner » Thu Apr 15, 2010 8:31 am

Doug R. wrote:Doing this doesn't solve the problem of buildings stuffed with bodies that no one can move out because they can't fit inside.


You are correct. The best way to solve this, is as follows:

1) Classify dead bodies as people
2) If the room is full of dead bodies (let's say there are 29 dead bodies and 1 live person, and he/she dies, filling the room to 30/30 dead bodies) then the freshest or oldest body (Depending on your take of what's most realistic) rolls into the next room. If the next room is full, it continues on until suitable room is found.
3) If the door is locked, the bodies stay in there. If unlocked, or lock broken, it rolls out.

The most realistic approach would be for the freshest dead body to roll out. Also, it's realistic for it to roll out as the room is packed.. as soon as the door is unlocked, a body rolls out. I can imagine that happening in real life, too.

Basically the system needs an overhaul and this is, imo, the best approach.


I personally don't believe bodies, dead or alive, should be regarded as resources.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby returner » Thu Apr 15, 2010 8:36 am

I just had an idea to solve barricading issues..

Using a similar idea to the 'body rolling out', a person is able to enter a 'full' building for 10 seconds (or BEFORE the next project tick? that way they can't work on anything) before being pushed out again and this gives enough time to hit the barricader.



If these two posts were used for implementation, they would solve the Barricading issue and the Dead body issue. I can't seem to find any problems or potential ways to abuse my theories but, please, I invite all to think and try and find one.

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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Piscator » Thu Apr 15, 2010 12:36 pm

Why not ignore they weight limit entirely for moving purposes? Entering/leaving a building is okay, moving to the next room is possible, too, but dropping items, pulling items into the room, working on projects or moving the vehicle (if the room is a vehicle) is impossible.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Doug R. » Thu Apr 15, 2010 1:34 pm

We can safely assume that doors in Cantr open IN. This is the way that most doors work.

Therefore:

-Make people slots independent from building weight
-Only living characters take up people slots
-If there are no available people slots, the room/building is blocked
-If the weight limit is exceeded, it is how Piscator described above.

Now, we could do this by subtracting 60kilos x the people capacity of the buildings, or just keep treating it as it is now, counting character weight towards the total. I think the latter would be the easiest.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Piscator » Thu Apr 15, 2010 1:42 pm

I agree. There's no real need to make chars weightless and it's definitely easier to calculate vehicle speeds if we leave it as it is.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Doug R. » Thu Apr 15, 2010 1:51 pm

So, it appears that the GAB members here at least have reached a consensus.

I seem to have found one complication, though. Currently one person can barricade themselves in a cabin or shack with a mountain of food and survive forever. With this change, now 2-3 people could do it. You just need to fill the room with the food, then move the characters in. It wouldn't matter that the room is over-weight. This is definitely not an improvement. I think we need to do a bit more thinking before this is final.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby EchoMan » Thu Apr 15, 2010 2:02 pm

How about people dropping everything when they die? Consider a village with a grass hut, where the leaders want to store everything. They then put 15k of stuff on a newspawn, drag it inside and kill it. +15k weight limit for the grass hut. Even worse when it comes to calculating movement for a vehicle.
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Re: Reclassify 'Storage space' and 'People space' in buildings

Postby Piscator » Thu Apr 15, 2010 2:31 pm

Well, it is a little improvement that you would require a group of people to blockade a room, instead of being able to do it alone. If getting three people is still to easy, the people capacity of small buildings could be increased. Or, as the person limit would have become largely ineffectual, we could remove it from buildings entirely and keep it only for vehicles in cases where logic demands it.
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