Railroads, telegraphs etc.....

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rklenseth
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Railroads, telegraphs etc.....

Postby rklenseth » Thu Oct 09, 2003 3:29 pm

I have mentioned that railroads and telegrpahs should be implemented into Cantr on the Yahoo! Boards in the past and I think there is a topic on telegraphs but I would like to get my idea out in an organized manner and under the idea of the grid system.

Railroads, I think, would add a more organized transportation system in Cantr and would be an idea to add in when the grid system is (if ever) implemented. Railroads would work with you having to place down track in a grid in the direction you want the track to go in (ex. North, South, etc...). Hopefully by this time, steel is a little more common place and would thus be used for the tracks along with wood and iron. A track would be built in the middle of the grid square and head in the direction that it is built toward and ends at the beginning of the next grid square where a new track will be laid up to the middle of that grid square. This will continue in such a fashion until the people have all the tracked laid out up to the point where they want the train to go. In order to use the tracks you must build a locomotive. The locomotive would need a steam engine like a car needs a car engine. The locomotive will run on coal, wood, or even charcoal to run. At this point you can build cars (mabye have different kinds, like a passenger car meant for people and a cattle car meant for animals, etc...though it won't be restricted for you can still transport people in a cattle car :D ). Then you can attatch and reattatch cars to the locomotive. How far a locomotive can go in a turn depends on how many cars are attatched and how much weight is within each car. People can build train stations in certain grids and a train station could work like a Coaster Harbour does with boats but trains can stop anywhere and people or even animals can get off anywhere (maybe even when the train is moving :P ). The movement will be controlled by any people in the locomotive thus people in the cars cannot control the movement of the train and are along for the ride unless they decide to jump off.

Telegraphs would work in a similiar way as railroad tracks where you need to build telegraph lines in a certain direction. The lines will have to be connected to at least two transmitters in order to work. If you are at a transmitter you will have an option to transmit your message to the nearest tranmitter (if there are any) in each direction. Then depending on your message, a person at the next transmitter would have to relay the message to the area the person wants if it isn't one of the nearest areas. Add in the ability to cut telegraph lines (would require that someone has a knife or sword or sharp object and even a ladder to do so) which would be a highly visible event (but will people be in every grid square all the time :wink: ). That would allow for people to sabotage communications for their own reasons. I think Cantr is coming to the point where telegraphs are badly needed for long distance communications. Sometimes urgent messages are sent to places and by the time people react and take action the situation would have changed (ex. Siom, Quillanoi, Brunoi, and Tircqi). The building and maintaining of telegraph lines would require a lot of work and maitenance (building the lines and transmitters and repairing sabotaged lines) as well as character activity (relaying messages etc...).

I have more ideas on this stuff but I will post them later when I have the time to. :D
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Rob Maule
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Postby Rob Maule » Thu Oct 09, 2003 5:38 pm

To add onto your railroad suggestion: Travelling by rail would be like travelling by road now. Click the destination and you would travel through the grid automatically.

Also, this could be applied to paths, which would be created by characters. Instead of working on the whole road from one location, it would be done in sections. Each section would take perhaps one or two turns. Then you move to the next and build.

When you reach a road, you get an option to follow it until you reach a locations with buildings, notes, resources, people, etc. Also, you can choose in which direction to follow and for how long if you don't want to go all the way to the end. You would also stop if you were to reach a fork in the road.

Walking without being on a road would be like sailing: set the direction, speed, and stopping time. Perhaps an option to make a single turn, to allow a limited amount of automation in walking without allowing someone to autopilot their characters fully. Makes the player actually work to travel. And makes things less boring.
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Solfius
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Postby Solfius » Thu Oct 09, 2003 9:15 pm

About control being only form the locamotive, I think it would be good to apply that to cars and vehicles now, or at least have a kind where there is a driving compartment, and a cargo compartment, like a Van with a division between the driver's cab and the cargo part of the van
swymir
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Postby swymir » Thu Oct 09, 2003 11:50 pm

Also with passanger cars maybe have a drivers seat and passanger seat and back seat.
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Solfius
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Postby Solfius » Fri Oct 10, 2003 6:07 pm

That is something I thought about, but normally passenger cars don't separate driver from passenger
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watermelonnose
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Postby watermelonnose » Fri Oct 10, 2003 8:43 pm

.-/-./-..//.-.././.-/.-./-./../-./--.//--/---/.-./..././/-.-./---/-.././/.-.-.-

And learning Morse Code.

Or some other code to prevent spies from tapping into the line and listening into telegraph messages.
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Solfius
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Postby Solfius » Sat Oct 11, 2003 2:11 pm

what are the physical limitations on what telegraphs can transmit? Can they only do binary? what it all boils down to I think is pulse of energy, that can be converted into beeps, so we as players should have to make up a code, and use it. The programming side could be allowing us to specify how long a beep we want to do, and players work it out from there
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Rob Maule
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Postby Rob Maule » Sat Oct 11, 2003 2:14 pm

Yeah, the signals on a line could be like knocking should be. A series of either short or long beeps. And whistles too. They should all work like that. :-p
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Solfius
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Postby Solfius » Sat Oct 11, 2003 2:19 pm

well, I was thinking like binary, it's either on or off, but we as characters can count the length, so I think the best way to have the system is so that the players decide what constitutes long, short, or a whistle etc, based on the player specified length of the signal
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Rob Maule
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Postby Rob Maule » Sat Oct 11, 2003 3:35 pm

Well you can't keep an electric current in an On state forever. Short and long beeps save power. And I don't see why you would have to interpret the length of beeps. It's so trivial that if the game did it for me, I wouldn't mind a bit. By whistles, I meant my other post, found here . You know, like what a lifeguard uses.
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Solfius
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Postby Solfius » Sat Oct 11, 2003 3:57 pm

but by having the ability to specify length we can make up our own codes, but have more flexibility than if we had either long or short.

also, a pause optin would be could, so if you are beeping you can distinguish form each string of beeps, else you have to wait for the turn change for any indication of a pause.
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Postby Meh » Sat Oct 11, 2003 6:01 pm

For a telegraph a string of chracters where spaces are converted to a @ sign would be fine. Unless you want to get into secret codes and stuff.

The question on the length depends on the power supply and quality of the copper. It is basically just creating a short circuit on the line.

As for a power source. Using the iron resourse could be coverted magnized iron with a hammer. (IRL you align the iron to a magnetic pole (point it north for most of us) and hit it with the hammer until it turns magnetic. It a bit more compleicated than that but hammer + iron = magentic iron.)

Using the magnetic iron with copper wire wrapped around it and a hand crank could be a generator. magnetic iron + copper = hand crank generator.
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Solfius
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Postby Solfius » Sun Oct 12, 2003 11:45 am

I'd prefer to work with pulses of electricity, and having to decode them as opposed to letters etc, but either way would work.
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g1asswa1ker
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Secret codes

Postby g1asswa1ker » Sun Oct 12, 2003 12:56 pm

:twisted: Thats all I want to hear I'm a wiz there it's part of my job :twisted:
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rklenseth
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Postby rklenseth » Sun Feb 26, 2006 4:37 am

Moved: Too many suggestions being suggested and other threads have been dedicated to these suggestions.

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