Potential for large-scale conflict? (Wars, battles, etc.)

General out-of-character discussion among players of Cantr II.

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Faith
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Re: Potential for large-scale conflict? (Wars, battles, etc.

Postby Faith » Thu Feb 05, 2015 7:42 am

I'm against delete empty locations. Because I'm against any drastical selective change. And also, because we as players would not see any difference. What will be the difference into delete a place that never was visited in 4600 days? None.

I'm more radical. I would collapse all the buildings with a earthquake (the characters inside of buildings would be "pushed" outside, with some damage of course. But just the characters). Then, at the same time, I would destroy all outside machines and docked ships with tsunamis (into the sea-coast) and tornadoes (into the locations inland), that also would "move" characters to different places (again, with some damage). Who would be the lucky ones? Those who where sailing at the time of the disaster.

We would have to start again in some kind of "Mad Max" scenario (just land-vehicles and the few ships that would be occupied and into the sea at the moment). But don't worry, don't panic, I know this would never happen :lol:
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EchoMan
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Re: Potential for large-scale conflict? (Wars, battles, etc.

Postby EchoMan » Thu Feb 05, 2015 8:26 am

Disclaimer: This is my personal opinion, and doesn't necessary have anything to do with GAB or whatever might be the future of Cantr.

It is way too hard to start a new settlement these days. The way the combat system (doens't) work, a coastal location is simply not an option because every pirate has a raker/galleon with plenty of holds to hide in, dragging the "key person" on board and kill them off can ruin several years of in-game development in seconds, and doom the coastal town. A land locked location might work, but then you need neighbours to trade with that are already in place, or it will die out eventually. Just my experience after playing this game for 10 years or so.


I know some people love to play these pirate chatracters, fine. But I (IRL) hate them for ruining what this game is supposed to be.

That's for small scale. Part II will be about large scale, whenever I fnd a little more time to write.
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Doug R.
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Re: Potential for large-scale conflict? (Wars, battles, etc.

Postby Doug R. » Thu Feb 05, 2015 2:31 pm

The fundamental problem is that, despite the CR, new characters know everything their player does. There's no sense of fear. It is only natural that a newspawn would cling to the society that he's spawned into for basic security; he knows nothing of the world or what's beyond the borders of his town. The unknown is frightening, a fact established very well in RL. People stick to what they know.

Instead, characters spawn with a strong sense of individualism born of their player's near omniscience of the Cantr world and the dangers it contains. This is why society is failing, because there is no fundamental purpose for a society.
Hamsters is nice. ~Kaylee, Firefly

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