I would like it if Cantr-stuff would wear out.
When I walk in a town, cottages build in 200 still look the same, and if it was locked then, nobody will ever dare break the lock and this cottage will be the same in another 100 years. Adding "wearing out" would encourage people to do something with it. Also I think it could make for nice roleplaying and new job-opportunities to have to fix your galleon, for instance.
A possible implementation could be that everything gets damaged 5% each year, and fixing it would require 5% of the building time. So the owner of a galleon (30 days) must spend 1,5 days per year to fix damage.
A wear-and-tear-system could even entail that you have to spend additional resources to fix things.
And just a loose thought: implementing wear-and-tear makes another nice implementation possible: "breaking down things".
This enables people to destroy stuff (idea: returning half of its original resources).
Wear and Tear
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The Industriallist
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Whilst I agree with this in principle, the recent implementation of modualr productions and the sheer amount of stuff you now need to have and use to do anything means I am now violently opposed to this.
Stop making things so bloody hard for Cantr players so we can actually get back to enjoying the game. 
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
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The Industriallist
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The Surly Hound wrote:Whilst I agree with this in principle, the recent implementation of modualr productions and the sheer amount of stuff you now need to have and use to do anything means I am now violently opposed to this.Stop making things so bloody hard for Cantr players so we can actually get back to enjoying the game.
Enjoy what? I thought that the societies that developed around the basic economic mechanisms were the core of the game...
And I could be wrond, but I think modularity was intended to make things easier, not harder. Rising costs for the same result, which we're also seeing sometimes, is another story...
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It not the production itself as such, more the fact that you need more and more tools. To produce a sabre you need:
1 set hammer
1 peen hammer
1 chisel
1 sledgehammer
1 flatter
1 anvil
1 workbench
1 sharpening block
> 1 mallet
> 1 carving knife
1 curing tub
1 smelting furnace
And that is more simple than a crossbow. I have no problem with this as such, but if it all needs constant repair, then that is all my characters would end up doing. People would just steal more because it is so hard to produce, and I don't have the time to pursue all the thieves.
1 set hammer
1 peen hammer
1 chisel
1 sledgehammer
1 flatter
1 anvil
1 workbench
1 sharpening block
> 1 mallet
> 1 carving knife
1 curing tub
1 smelting furnace
And that is more simple than a crossbow. I have no problem with this as such, but if it all needs constant repair, then that is all my characters would end up doing. People would just steal more because it is so hard to produce, and I don't have the time to pursue all the thieves.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
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The Industriallist
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Yes...that's exactly why I want deterioration. You'd have a hard time keeping all your gear maintained on your own, so more employment opportunities pop up. Also maybe more taxes and such, since guard forces would have to maintain their weapons. And more unfair governments and bandits, both of which will make the game a lot more interesting.
All the tools requires encourage you to not build up just to make one sabre...If you're going all that way, make more and trade them. Also, you don't actually need the mallet...you just need someone with a mallet. And if you want the mallet, you could trade for it with someone who has a carving knife to make all the annoying things people don't want to build a steel tool to make just one of.
For that matter, you don't actually need the workbench (if it's just for ore), or even the smelter, curing tub, etc...you just need to trade for leather, steel, and such.
Of course, that require people to realize that monolithic organization isn't necessarily the best way...
All the tools requires encourage you to not build up just to make one sabre...If you're going all that way, make more and trade them. Also, you don't actually need the mallet...you just need someone with a mallet. And if you want the mallet, you could trade for it with someone who has a carving knife to make all the annoying things people don't want to build a steel tool to make just one of.
For that matter, you don't actually need the workbench (if it's just for ore), or even the smelter, curing tub, etc...you just need to trade for leather, steel, and such.
Of course, that require people to realize that monolithic organization isn't necessarily the best way...
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- InsaneIrony
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Yes... More employment opportunities. And then my blacksmith will actually have more business than "Do you have a stone hammer?"...
I'm actually liking these changes. Now, if you really want a weapon, you have to do some trading if you want it quickly. And this means less maniacs can run about wielding a bow after only a year of existance. And all those who stored an arsenal to sell have better business as well. And if one piece of an item deteriorates quicker than another, then it'll need replacing, the item will need repairing... Yes... I like this. As long as tools deteriorate from use and not from age. Pounding a sabre on hundreds of shields is bound to make it dull after some time, but leaving a sabre in a ghost ship for a hundred years won't make it turn to dust.
I'm actually liking these changes. Now, if you really want a weapon, you have to do some trading if you want it quickly. And this means less maniacs can run about wielding a bow after only a year of existance. And all those who stored an arsenal to sell have better business as well. And if one piece of an item deteriorates quicker than another, then it'll need replacing, the item will need repairing... Yes... I like this. As long as tools deteriorate from use and not from age. Pounding a sabre on hundreds of shields is bound to make it dull after some time, but leaving a sabre in a ghost ship for a hundred years won't make it turn to dust.
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NetherSpawn
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As always, I think item deterioration would be great for Cantr.
Incidentally, anything that raises the requirements of the best weapons in Cantr is good by me. I just think that the way to do this is by making NEW weapons rather than by messing with the old ones.
Incidentally, anything that raises the requirements of the best weapons in Cantr is good by me. I just think that the way to do this is by making NEW weapons rather than by messing with the old ones.
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west
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The Surly Hound wrote:It not the production itself as such, more the fact that you need more and more tools. To produce a sabre you need:
1 set hammer
1 peen hammer
1 chisel
1 sledgehammer
1 flatter
1 anvil
1 workbench
1 sharpening block
> 1 mallet
> 1 carving knife
1 curing tub
1 smelting furnace
And that is more simple than a crossbow. I have no problem with this as such, but if it all needs constant repair, then that is all my characters would end up doing. People would just steal more because it is so hard to produce, and I don't have the time to pursue all the thieves.
don't forget the regular knife and the bellows. and the materials to make limestone, steel, and iron.
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