Ideas for buildings and tools and other stuff

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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rklenseth
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Ideas for buildings and tools and other stuff

Postby rklenseth » Sat Oct 04, 2003 2:31 am

I think there should be a way to stop projects but at the same time get the resources already produced or get the resources used on the project minus a few grams here and there depending on the percentage of the project that is done. A project farming for potatoes when stopped would yield the amount of potatoes, depending on the percentage done and how much were being farmed, and the poject would be done. A project building a shovel, if not started being built, would yield all of the resources already put on it. But a shovel that has already started being built would yield depending on the percentage done a few less resources. A shovel that was just start would yield most of the resources. A shovel that was has about 50% done would yield half the resources. A shovel that has more than 50% done would yield less than half of the resources. A shovel that was started but stop would yield the resource but at the same time yields an incomplete shovel which at a later date can be completed (this could work like the idea of repairing tools that are damaged!) Buildings, as a project, would work the same way but would require more than one person to do it (like a dragging project!). Buildings that are already built would work as a project, and if tools like pick-axes and mallets are used it would make the project go quicker, and the more people working on the project the faster the project will go. After the project is complete, the event list would say the building was torn down. The building would also yield 20% of the stone or wood used to make it. So not to allow one individual to tear down all the buildings in Cantr just to be a jackass, this project would have to be long but would be shorten if tools are used and other character participation. This project would also show up on the project list so that people can see that this is happening. Wooden building could also be set on fire but would require a project to be started within the building and oil and wood would be needed to start the fire (maybe add flint in the game and then people can use flint and steel to start the fires!). If a wooden building is set on fire, other people would be able to put it out by using water. Tearing down projects that are stopped would, depending on what percentage, would still leave damage to a building. Anything under 20% would be scratches, anything over 20% but under 35% would be small holes, anything over 35% but under 45% would be big holes, anything over 45% but under 60% would say that half the building is destroyed, anything over 60% would say a collapsed building that a person cannot enter (later the damages could affect the protection from the elements that a person can receive for being in the building; this could also be used to determine damage done naturally to the building; and of course the building can be repaired) Tools, weapons, protection, machinery, etc... can be destroyed as well and would work as projects like buildings but would require far less time to do so. In order to destroy the tools, weapons, or protection it would need to be in the individual's inventory. For machinery or fixed objects, the individual would need to be in the same area. Like buildings it would show up as a project and would yields 20% of the resources originally used to make the thing. This could work with tools that are damaged or incomplete.

I think this would allow the ruling party (or any party for that matter) in given areas the power to stop people from producing tools, farming food, building building that they don't want to have occur. If an individuals or a smaller party or a party not in power does this without permission this would lead to conflict that the ruling party takes care of by using law enforcement or fights etc... I really think this could add an element to the game that would make it a lot more interesting. Plus it would get rid of a lot more projects and buildings, tools, weapons, etc... could be destroyed when they are not needed. :D :wink:
Last edited by rklenseth on Sun Oct 05, 2003 8:36 pm, edited 1 time in total.
swymir
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Postby swymir » Sat Oct 04, 2003 2:38 am

You kinda repeated a bunch of things that have been said before. I suggest you read the past suggestions before you make anymore.

Not that I don't respect your suggestions it's reminding the developers of what the people want.
rklenseth
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Postby rklenseth » Sat Oct 04, 2003 2:44 am

Some of these ideas was stuff that I mentioned before or ideas that I really liked mentioned before by other players. I'm just trying to put it in a complete thought. Some of the ideas are new though.
Meh
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Postby Meh » Sat Oct 04, 2003 2:46 am

If projects could be picked up and dragged it would encorage people to work indoors. "Hey, he stole my iron shield project!".

Buildings finished or unfished should wear down 1g a day. This helps with the 1g garfitti buildings. A finshed building wearing down would have a percent chance for collapse per day equal to the amount that has gone away over the amount of the size of the building. A building with rooms should burp out it's rooms. The stuff inside winds up on the ground or the next outer room of an interior room. Also the a part of the amount of wood or stone that was left also becomes available. Buildings can be "attacked" once per day dealing some extra grams of loss.
rklenseth
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Postby rklenseth » Sat Oct 04, 2003 3:09 am

I like the idea of dragging projects! But it can only be certain projects. Fixed objects cannot be dragged.

Perhaps 1 gram a day would suffice for a building but for smaller tools it would probably be to much. Perhaps the wearing down of stuff would also depend upon its quality which would allow for a skill where people could become adept at building certain things or type of things. That way someone can choose between businesses; one that has better quality but higher prices or one that has less quality but lower prices.

Attacking buildings would be cool too. Perhaps it would take longer to knock down a building under attack but that would depend on the weaponry being used (time to add in catapults!) and how many people attack it. Plus it wouldn't show up as a project so it would be harder to be stopped and a fight would break out.

I think objects or even people in a collasped building or room would either be damaged or destroyed, certain amount of raw resources or foods would be destroyed (people being hurt severly or even killed; that would make it a bitch for those criminals that hide in their buildings all the time!). People who survive a collapsed building could be trapped and cannot be 'rescued' until the building is repaired enough to be able to walk into. The same would go with any stuff (including dead bodies) inside.

One thing I forgot to add before is that buildings would be at a certain percent that indicates what disrepair or even completetion of a building is at. A building that reached 0% becomes a pile of stone and any other material that was inside would be outside but less than there was before. Anyone in a completely destroyed building is automatically killed leaving their body. A building that is completely destroyed would disappear from the building page and cannot be repaired anymore.
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Solfius
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Postby Solfius » Sat Oct 04, 2003 11:15 am

I don't know about buildings collasping based on a % chance like that, some buildings would last , and some not at all. I think a building health score which deteriorates at a set rate and when reaches 0 the building collaspes would be better.
rklenseth
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Postby rklenseth » Sat Oct 04, 2003 1:09 pm

I don't think you understood the concept, Solfius. A building that someone wants to tear down would would be made into project. I been thinking this through and maybe every building would be at 100% Strength like people do (not sure if it should be called strength though). Reverse what I said up above, 80% and over would be scratches to the building, 80% to 75% would be small holes in the building (At this point the structure would begin to lose its effectiveness of being a shelter), 75% to 65% would be big holes, 65% to 40% half of the building structure is destroyed, anything under 40% would have the building collapsed and no one can enter the building anymore until it is back up to over 40%. A tearing down project can work in reverse where it starts at 100% or whatever strength the building is at at the time; opposite of actually building a building. Attacking a building would work in the same fashion where the attackers would give so much damage to the building's strength but unlike tearing down, it will not be a project so harder to stop. Maybe add in catapults and stuff soon. Once a building reaches 0% strength then the building would become a pile of stone, 20% of what was on the building, and 20% of all raw resources in the building, dead bodies of the victims, damage or the resources of the destroyed tools etc, will be outside. Once a building reaches 0% then it can on longer be repaired (you would have to start a new building project) and it disappears from the building page. Each time a building loses a percentage of its strength it also loses so much of its stone so in order to repair it you would need to add the stone to a repair project of the building and this would be a way to get it back to its full strength. You would need a trowel for a repair project of a building (genius, trowels won't become useless once you have built all of your buildings). This repair project can work in the same way for tools but with different resources and different tools for repair. Now you can add a quality factor into building things. Once skills are added, perhaps there should be workmanship skills for each thing or type of thing that someone can build. For example a person who builds buildings all of his life is most likely to be better at it than someone who just started so the person who has been building longer would have made better quality buildings that last longer against natural destruction, would be harder to tear down, and woul be more resiliant against attack. The better the quality a building the stronger it is so maybe give the building a quality rating that would allow less damage from natural destruction and attacks as well as making it longer for someone to tear down. Each time a building has to be repaired, it could lose quality rating depending on the workmanship of the person repairing it.

I hope that explained the idea a little better, Solfius.
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Solfius
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Postby Solfius » Sat Oct 04, 2003 2:56 pm

That is what I just said, although not in such detail. What it sounded to me that David suggested was that
David Goodwin wrote:Buildings finished or unfished should wear down 1g a day. This helps with the 1g garfitti buildings.


which made it sound like a building (25,000g of stone) would lose 1g of stone a day, and that be converted into a percent chance for it collapsing, which I don't particularly like, as the building could potentially collapse a few days after completetion.

What you explained, is what I had in mind
Camino
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Postby Camino » Sat Oct 04, 2003 11:36 pm

I just want to be able to reclaim resources from projects and get rid of unfinished projects like digging for stone on a 900 repeat cycle. Its annoying and recycling those resources would be a lot more useful.

I agree with Solfius I don't like the random % collapse thing, otherwise I think I agree with it.
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thingnumber2
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Postby thingnumber2 » Sun Oct 05, 2003 2:44 am

just a little note here...if someone were trapped in a collapsed building it would be faster to tear it down to rescue them, than to repair the building...
rklenseth
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Postby rklenseth » Sun Oct 05, 2003 3:40 am

If they tear down the building they can't rescue the person for the person will be dead. If you are talking about real life, it is a lot harder to program in that kinda thing. When I say tear down, I mean completely knock down, not just take out a portion of a building and dig down into the rubble for someone. That way it would also give a reason for someone to repair a building if people are trapped in it or completely raze the building if the people in it are their enemies in hiding.
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Rob Maule
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Postby Rob Maule » Sun Oct 05, 2003 5:24 am

Since the first room you enter would be the oldest and a room inside would be newer, it would be possible to be trapped in the inner room. That trapped character could either repair the room he's in, tear down the broken parts of the collapsed building to get out, or repair it to walk out. And if the room he was in survived the original building, it would become the new building. Right?
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swymir
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Postby swymir » Sun Oct 05, 2003 5:40 am

If this is added you should be able to connect buildings. Since if the main room is destroyed now you have a room called "Supply Closet" or something and doesn't even seem right unless it's connected to a main room.
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thingnumber2
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Postby thingnumber2 » Sun Oct 05, 2003 11:48 am

I was just watching "the count of monte cristo" and I was thinking...wouldn't it be cool if you could make a hole in a building that nobody could see unless closely examined...than, if you had the right tools, you could break out of prisons, or make secret exits....
rklenseth
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Postby rklenseth » Sun Oct 05, 2003 3:36 pm

I love that movie!

Anyways, those are some good idea, Rob. I think a dynamic naming system for buildings should be added that way that problem that Swymir could be solved. That way someone can say afterwards, "Well, I guess this isn't my storeroom anymore. I think maybe it should be possible to build more than one entrance int a building. But you would need a lock for each door. That could solve the problem of reattaching buildings as well.

I also, maybe add in the ability to tap on a collapsed buidling for people trapped under it can get the attention of the people on the outside.

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