Armour & Chain Mail in Cantr??

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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Would you like to see Armour/Chainmail in Cantr?

Yes
40
77%
No
12
23%
 
Total votes: 52
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kroner
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Postby kroner » Thu Aug 05, 2004 8:10 pm

item deterioration!!!
DOOM!
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AoM
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Postby AoM » Thu Aug 05, 2004 8:12 pm

not until there's a way to avoid or repair it.
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kroner
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Postby kroner » Thu Aug 05, 2004 8:28 pm

no, you miss the point. what you were suggesting (armour damage from use) is item deterioration. i think that this should apply to all tools and machines, and that's it's an extremely important element missing from cantr that will encourage trading and therefore create a more realistic economy, and also take away some of the advantage that old characters have simply because they've had longer to amass wealth and tools.

because i feel so strongly about item deterioration, i yell about it when ever the subject comes up, hence my previous comment.
DOOM!
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AoM
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Postby AoM » Thu Aug 05, 2004 11:08 pm

I understand and agree that it should be implemented, but not until there is a way for people to upkeep. If I spend a good 10 years of my life building and scraping together the resources and tools and machinery needed to make a suit of armor, I bloody well better be able to take care of that suit!

The ability to repair or mend a deteriorating item MUST be implemented alongside of item deterioration itself.

At least, I feel quite strongly about that.

~AoM
The Industriallist
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Postby The Industriallist » Fri Aug 06, 2004 12:45 am

Replacement could be considered a substitute for repair...But I'm just being contrary. I agree entirely that repair should come along with deterioration.
But for either, they need programming. Which means we can discuss for weeks, but it won't happen anytime soon :cry:
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Appleide
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Postby Appleide » Fri Aug 06, 2004 8:04 am

Maybe they only deteriorate if they are used, say a hammer, starts with 100% integrity, and beside it in your inventory, it shows the same smiley/crybaby face it does for people, every it gets used, it loses 0.001 % integrity, when it gets to less than 50% , the speed it works at is reduced to 70%, quite a long time though... To repair it, you could do it at any time, all you need is a hammer and nothing else, not even resources, because if something broke, its pieces are still there.. (I'd like to be able to repair anything with only a hammer, only steel hammers though, or my be Iron hammers only)


But with armour, its a different story.. everytime it gets hit, it loses 0.1 percent of integrity and is repaired the same way as other tools, but some weapons can break the whole thing altogether, but the resource used to make it would be retained by the owner, maybe 10% chance to break with a sabre.



That would make repairman a real job, since steel hammers are quite rare. (duh! Who would need steel ones when you have stone hammers?)
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Pirog
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Postby Pirog » Fri Aug 06, 2004 8:30 am

I think many tools should work fine until the day the break...and some tools shouldn't even be repairable. "Natural" tools like stone hammers, bone knives etc. should just shatter the day they break.
That would encourage people who use their tools more than occasionally to go for quality tools.

I don't like the idea of needing expensive tools for repairs and so on either...primitive societies should be able to take care of their own tools too. (And steel is much to dominant as it is anyway...we don't need even bigger power factors just because they are close to the needed resources)

The same should go for machines and tools that break down completly.
Things need regulat maintainance otherwise the fall apart so much that you eventually can't scrape it back together.

If there was some kind of random factor determining the amount of damage the tools take from being used I think it would give much to the game. New tools should be able to break down almost immediately if you have bad luck, making it profitable for organized societies to stock up on tools and machines.

I think item deterioration will have a huge impact on the game.
Societies will rise and fall depending on the way they maintain their machines and tools, making the struggle for power become a thing of skill instead of where you are born.
Eat the invisible food, Industrialist...it's delicious!
Appleide
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Postby Appleide » Sat Aug 07, 2004 7:55 am

I got an idea (I always do), maybe only "primitive tools break" Every day that they get used, 1 percent chance of them being broken. That might work, and steel hammers may be better, say 0.1 percent of breaking.... That would seperate hammer from stone hammer....
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kroner
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Postby kroner » Sat Aug 07, 2004 3:32 pm

Yeah, that may be a very good quick fix. Since it would be a lot of programming for proper deterioration, you could just have things either working or break (disappear). The nice thing about a chance each turn used of breaking is that you don't need to store any additional information about the objects in the database since it's independently calculated each time. On the other hand it would really suck if you built a hammer and then it broke on the first use, but I guess that's an acceptable price to pay.
DOOM!
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Pirog
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Postby Pirog » Sat Aug 07, 2004 7:20 pm

kroner>

Yeah...and it does happen that brand new tools break on the first use IRL, so it wouldn't be unrealistic.
Eat the invisible food, Industrialist...it's delicious!
Appleide
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Postby Appleide » Sun Aug 08, 2004 6:44 am

maybe you receive a fraction of the materials used?
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Pirog
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Postby Pirog » Sun Aug 08, 2004 11:23 am

Since you can't smelt down functioning metal tools to form other things I don't see why you should be able to do it with broken ones...
Eat the invisible food, Industrialist...it's delicious!
The Industriallist
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Postby The Industriallist » Sun Aug 08, 2004 1:35 pm

Not sure I would want to see recycling anyway. Anything that boosts consumtion would improve the economy, which really needs it. But this would be a bother for people who want to lovingly maintain one tool for their entire lives...
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
Appleide
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Postby Appleide » Mon Aug 23, 2004 6:25 am

I think I firgure out how to implement armour into the game... just make it act as a shield, so you would have, say, leather armour, shield, and sabre, or something like that..... And the armour wont act as a clothing item
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kroner
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Postby kroner » Mon Aug 23, 2004 6:29 am

this is why shields and clothing should be integrated.
DOOM!

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