Caves and Mines

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Meh
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Caves and Mines

Postby Meh » Tue Sep 02, 2003 2:14 am

What if there were natural caves in a few areas.
What if metal digging created mines.

If it takes around 27 days to get enough stone to build a building then after around 27 days would a section of mine be built? That section of mine would contain the metal being dug as a resource. The drilling device could then be dragged into the mine. Possible rails as a mine improvment.

Should there be a limit on the number of metal veins in a location?
Should they run out?

I didn't mention stone as a mine creating things since stone cutting is a strip mine operation. And if some one wanted to create something like a mine they can just call a building that.

There should probally be only one natrual tunnel system in the world that would span two locations.

Should there be a tunnel road improvement that creates a tunnel entrace and exit on two paths out of a location. Giving the traveller the option to not reach the summit and go a bit quicker. It would be a big project. I think the romans were the first to do that and that was for aqueducts I think.

Then sort of related. Should there be a moat and or wall improvement to a building or set of buildings or doors without locks that can only be opened from the inside unless a long "chopping" project is done? But I belive we discussed that before.
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Solfius
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Postby Solfius » Sun Sep 28, 2003 2:42 pm

so mining metals would give you stone and the metal, and a big hole in the ground, as you get the stone as waste form getting the metal
rklenseth
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Postby rklenseth » Sun Sep 28, 2003 4:11 pm

I think that is something that is being planned. I also believe that in the future not just anyone will be able to start a farming project but you will have take over a plot of land to farm your food. Which will lead to a shortage of land if applied under the current location path system. That is why the grid idea is in the works or was for Cantr 2.0. Eventually if you build to many buildings in an area, you won't have enough land to grow food so you will have to move to the next grid over.

But natural caves would be cool. Perhaps they could be made into a mine shaft or even a hideout for criminals or a shelter from weather and the elements.
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Solfius
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Postby Solfius » Sun Sep 28, 2003 4:32 pm

yeah, that's what I was thinking when I found this further down the thread list
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thingnumber2
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Postby thingnumber2 » Mon Sep 29, 2003 12:13 am

yay! a secret cave for my evil criminal organization, with the skulls of my enemies at the entrance to scare away everybody! muwhahahahhahahahahhahahah
Camino
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Postby Camino » Mon Sep 29, 2003 4:30 pm

There was something like this before I think, but that was about digging holes and having underground cities for less-desierable people to be put in or whatever you want.
This cave thing sounds pretty cool because then you could see the effects of mining plus if you could dig stuff out anywhere you wanted you could make road improvement simpler in mountanous areas by lowering it or cutting through the mountain its self.
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Postby Meh » Mon Sep 29, 2003 4:39 pm

A drill in a certain forest near the sea should be hitting saltwater any day now.
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oddedd
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secret Caves

Postby oddedd » Wed Oct 01, 2003 9:34 am

Cave entrances could be quite remote and not be visable on the new "grid" untill you are ontop of it, thus creating hideouts. ya never know you might get some kind of secret prision or something that governments stash their political enemys in!
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quidit
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Postby quidit » Wed Mar 24, 2004 11:01 pm

I thought about caves in game and looked around and found this thread.

I think this is a great idea and would be cool if some caves were like mazes. You know how you can build buildings inside buildings or rooms inside buildings...well they could make the caves somewhat the same.

you enter cave (Pok mountain east).
You see left room
You see right room

You enter left room
You see left room
You see forward room

You enter forward room..etc.etc.
Then before you know it your lost.

Imagine the creeps you would find in a cave :D

Would something like this be possible for you programmers to put in game?
If so will you do it?
I think ya should....would be way cool.. 8)
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your spine, into your brain, and that's where you get shitty ideas from.
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kroner
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Postby kroner » Wed Mar 24, 2004 11:18 pm

yeah, natural buildings. that would be cool. just make them unlockable.
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new.vogue.nightmare
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Postby new.vogue.nightmare » Thu Mar 25, 2004 2:10 am

You can lock up a cave entrance...

But what about mine subsidence or whatever the word is?

"You see half of Karnon Forest disappear into a big freaking sinkhole."
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trage
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Postby trage » Thu Mar 25, 2004 2:15 am

Ouch that would suck (I just had a character there recently). I Don't want half my trees to just randomly disappear. No sink holes for me please :(.
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Sho
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Postby Sho » Thu Mar 25, 2004 2:24 am

Quidit, the problem with getting people lost in caves (if caves were like buildings are now) is that so far, rooms are in a strictly branching arrangement. The connecting rooms to a room are listed on two separate places. The doors on the Location tab go out and the doors on the Buildings tab go in. It would be hard to get lost this way.
trage
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Postby trage » Thu Mar 25, 2004 2:27 am

Yes it would be, but you could make it so there are about 5 different ways to go in each room, but it isn't like buildings where the location button leads out but you have to remember your path and all the options are on the buildings or location page. Something like that.
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Sho
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Postby Sho » Thu Mar 25, 2004 3:11 am

It still wouldn't be much of a labyrinth if you couldn't have loops, which the current system doesn't seem to permit.
Besides, what purpose would caves serve? If they could be used like buildings it would be unfair because the first person to notice would put a lock on it. If they couldn't, what could you do with them?

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