Regarding boats

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Psycho Pixie
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Regarding boats

Postby Psycho Pixie » Thu Sep 09, 2004 3:58 am

we need to fix it so that when you are in docking mode, you can change your mind and not dock before you finish. like turning around on a road.

also, we cannot build certain things on a boat because it is a vehicle.... maybe reclass boats as buildings? or allow a room to be built on the boat so we can build stuff that "can only be built inside"

just a frustrated player who wants to be able to live on the boat... completly.

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Agar
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Postby Agar » Thu Sep 09, 2004 4:23 am

Just a thought... How are you going to eat?
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The Industriallist
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Postby The Industriallist » Thu Sep 09, 2004 4:38 am

Well, if you stopped offshore, you could get someone to carry food out to you. Or you could trade with the shore without actually getting off your boat.
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Bowser
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Postby Bowser » Fri Sep 10, 2004 2:47 am

Did we used to be able to cancel a docking process?
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Pirate Lass
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Postby Pirate Lass » Fri Sep 10, 2004 3:17 am

Bowser wrote:Did we used to be able to cancel a docking process?


Never that I am aware of. It's kinda annoying.
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jeslange
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Postby jeslange » Fri Sep 10, 2004 12:12 pm

Thanks for the suggestion, Pixie. Some of what you suggested is on the list.
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joshua johnson
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Postby joshua johnson » Fri Oct 15, 2004 2:45 am

Could it be made possible to shoot ranged weapons from one boat to hurt people in another boat?

This was bought up (by little ol' me) just a short while ago in the discussion area, but I thought it would be good for suggestions.

Advantages:
Pirates can't land, pillage and plunder, and undock to total safety.
Navies could be created for defense.
Makes the oceans and seas potentially very interesting

Disadvantages (from a pacifist perspective)
The seas and oceans could become quite wild and perilous.
Small boats could be overpowered by pirates on larger boats (pirates have weapons too you know)

Like every other suggestion, I am sure it requires no programming at all, or is totally simple to implement. :wink:
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Cheshierekat
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Postby Cheshierekat » Fri Oct 15, 2004 3:01 am

You guys really hate the fact that pirates attack like that and you don't have the smarts to hide in a building, don't ya?
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Postby Appleide » Fri Oct 15, 2004 4:30 am

Thats what we do, but by the time they finish their first attack, half the town is already dead.
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Postby The Industriallist » Fri Oct 15, 2004 5:15 am

That alone doesn't give pirates any reason to attack other boats (other than killing possible naval crews). After all, once you kill the crew, the boat will procede in a straght line untill it hits something...which could take a very long time. You can't board it while it drifts, even once it's unoccupied.

If you could board a moving boat, it would give a similar ability to interdict pirates and fight at sea, but without the side effect of scattereng ghost ships all over.
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Appleide
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Postby Appleide » Fri Oct 15, 2004 6:18 am

make those ghost ships slowly stop then
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ephiroll
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Postby ephiroll » Fri Oct 15, 2004 2:31 pm

Appleide wrote:Thats what we do, but by the time they finish their first attack, half the town is already dead.


The first pirate attack almost <i>never</i> kills half the town (unless most of them are halfdead already), that's why the attacks occur over a period of 4-5 days, because that's how long it takes to do any amount of real damage. To kill an entire town in one attack wave you have to have at least 4-5 people armed with steel weapons and that in itself is a highly unlikly situation because anyone in that line of "business" doesn't trust very many people so it's extremly rare for any group of pirates to have more then 2-3 members because of that, therefore it's next to impossible for any single attack to kill more then a couple unless they're already wounded to begin with.
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TheTheorist
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Postby TheTheorist » Fri Oct 15, 2004 3:52 pm

I'm completely on the fence here I don't have any characters that are pirates nor have I ever experienced a pirate attack. I saw some loser on a longboat with a longbow steel some sand and run away once... But that's about it.

As far as I see it it should go something like this:

DOCKING: As soon as a ship comes within range the option should be there to dock it. If the ship trying to dock is faster than the other ship it should eventually catch up with it and be docked although the ships continue to move at the slower ships pace. The game area should be represented like a boat docked at a town with the ship in brackets by the crewmembers name. How people get from one boat to another needs to be discussed. Do locks work or do people use planks/rope to access the other ship? Pirates should be able to pillage ships as well as towns. Only ranged weapons should work for conflict across boats. Close combat weapons only work if both people are on the same vessel.

UNDOCKING: Ranged weapons should be able to attack the vessel until it pulls out of range. Close combat weapons are useless.

LOCKS: Should not be able to be broken if the ship is not in the harbor.

That's the way I see it anyway! Programming required but it would be good when its done.
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ephiroll
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Postby ephiroll » Fri Oct 15, 2004 4:06 pm

TheTheorist wrote:As far as I see it it should go something like this:

DOCKING: As soon as a ship comes within range the option should be there to dock it. If the ship trying to dock is faster than the other ship it should eventually catch up with it and be docked although the ships continue to move at the slower ships pace. The game area should be represented like a boat docked at a town with the ship in brackets by the crewmembers name. How people get from one boat to another needs to be discussed. Do locks work or do people use planks/rope to access the other ship? Pirates should be able to pillage ships as well as towns. Only ranged weapons should work for conflict across boats. Close combat weapons only work if both people are on the same vessel.

UNDOCKING: Ranged weapons should be able to attack the vessel until it pulls out of range. Close combat weapons are useless.

LOCKS: Should not be able to be broken if the ship is not in the harbor.

That's the way I see it anyway! Programming required but it would be good when its done.


That is all just perfect, I just don't think any changes should be made to how chars go from one boat to the other, that's fine as it is, and I think close combat weapons should still be effective is the boats are docked together, after all, they should be close enough to use those weapons if they're docked. The only other thing is that <i>either</i> boat should be able to undock from the other, at the present time only the boat that docked with the other can disengage from being docked.
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TheTheorist
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Postby TheTheorist » Fri Oct 15, 2004 4:19 pm

ephiroll wrote:I think close combat weapons should still be effective is the boats are docked together, after all, they should be close enough to use those weapons if they're docked.


I disagree, even boats that are docked together had a good few feet between them... Far too long for an arm with a blade to cross, we maybe just. But it isn't practical so I stick by my rules on that. I only feel your saying it because your character on a boat doesn't have a bow.

ephiroll wrote:The only other thing is that <i>either</i> boat should be able to undock from the other, at the present time only the boat that docked with the other can disengage from being docked.


In RL the only way a slower boat could undock from a faster one was by stealing the other ships wind and escaping that way. But seeing as wind isn't programmed into Cantr and to stop it being complicated both ships should be able to undock I agree. It would just mean a lot more ranged combat between boats while the faster boat catches it again and docks it again :D
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