Seasons

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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Appleide
Posts: 376
Joined: Wed May 19, 2004 6:39 am
Location: Sydney, Australia

Seasons

Postby Appleide » Sun Sep 05, 2004 4:44 am

Right now, food is over abundant, you couldn't possibly get that much food everyday, unless you are using machinery, like a potato harvester.(is there such a thing?)

I got a new idea for seasons, so I just found this old thread, I could've got a new one, but NO, I wont let me, Now let me begin.

the % is how much food you could collect depending on the day relative to what we can do now. If this is implemented, farmers would get more out of their jobs, and there would be rise and fall of prices, encourage trade

100% in autumn because its the harvest season
40% in winter because sometimes they finish riping at the beginning of winter
5% in spring because you are supposed wait for the seeds to grow in spring
60% in summer because some foods ripen in summer

20 day cantr year...
(autumn)
1 -100% food
2-100% food
3-100% food
4-100% food
5-100% food
(Winter)
6 -40%
7 -40%
8 -40%
9 -40%
10 -50%
(Spring)
11 - 5%
12 - 5%
13 - 5%
14 - 5%
15 - 5%

(summer)
16 -60%
17 -60%
18 -60%
19 -60%
20 -60%
Gunther_01
Posts: 68
Joined: Tue Apr 13, 2004 10:00 am
Location: Brisebane, Australia
Contact:

Postby Gunther_01 » Sun Sep 05, 2004 9:42 am

Yes, thats all good, but why did you bother making a new topic, instead of just posting on an old one?

And i'm sure it could be a little bit more complicated than that!

20 day cantr year...
(autumn)
1 -100% food
2-90% food
3-80% food
4-70% food
5-60% food
(Winter)
6 -50%%
7 -40%
8 -30%
9 -20%
10 -10%
(Spring)
11 - 5%
12 - 5%
13 - 10%
14 - 20%
15 - 30%

(summer)
16 -40%
17 -50%
18 -60%
19 -75%
20 -100%

Or something along those lines.
TRAMAPOLINE!!!! TRAMAPOLINE!!!
cantrpotatoe
Posts: 219
Joined: Fri Aug 06, 2004 4:00 am
Location: Warrensburg , missouri

Postby cantrpotatoe » Sun Sep 05, 2004 10:19 am

and even different depending on what your farming, not everything is the same...
Appleide
Posts: 376
Joined: Wed May 19, 2004 6:39 am
Location: Sydney, Australia

Re: Seasons

Postby Appleide » Sun Sep 05, 2004 1:39 pm

Appleide wrote:
I got a new idea for seasons, so I just found this old thread, I could've got a new one, but NO, I wont let me, Now let me begin.



:oops:
NetherSpawn
Posts: 114
Joined: Tue Jul 27, 2004 1:27 am

Postby NetherSpawn » Sun Sep 05, 2004 10:09 pm

Our seasonal divisions are arbitrary. I prefer a simpler system, where you'd have a 10 day period during which it gets 'colder' and the terrain becomes less productive, and a 10 day period during which it gets warmer and more fertile. Say, from 1-10 it gets warmer, it stays the same 10 and 11, 11-20 it gets colder, and 20-1 it stays the same. Come up with whatever percentages you like, as long as the day X and day 20-X have the same productivity rate.
If you want to simulate real-life crops, you have to make minimum amounts of time (say, 5 days) to finish an agricultural project. That would get more merchants to trade for food in towns, which would be nice. It might be difficult, though.
"We will change our world forever. You will handle the arrangements."
Appleide
Posts: 376
Joined: Wed May 19, 2004 6:39 am
Location: Sydney, Australia

Postby Appleide » Mon Sep 06, 2004 6:38 am

Good enough for me.

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