Randomize Maximum Carriable Weight

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Sarah
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Randomize Maximum Carriable Weight

Postby Sarah » Thu Nov 18, 2004 10:57 pm

(Sorry if this has been suggested before...and is "carriable" even a word? lol)
Shouldn't the amount of weight a single person can carry be more random, sort of along the lines of the new skills system? When a character first starts out, the maximum inventory weight should be random (not hugely different, just a little), but I think it should be able to be increased (only up to a certain point, of course, and taking time) by carrying large loads. Obviously, IRL, if you are used to carrying heavy things you're going to be stronger, unlike someone like me, who has trouble lifting anything heavier than a textbook. :wink: I don't like the way everyone knows how much any one character can carry, and shouldn't that be a CR breach using the knowledge that every character can lift the same weight? I've seen tests done with large amounts of sand to see if a thief is still holding anything...
Characters could have weight-lifting contests :D
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SekoETC
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Postby SekoETC » Thu Nov 18, 2004 11:24 pm

Yes but make it so that in the beginning it's lower and carrying a lot of stuff will eventually increase your capacity by a random number, but of course while "training" you will walk slower because of the stress. I mean because having stronger than average newspawns might make people start tricking in order to get a character that's stronger than others and kill the rest.
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Anthony Roberts
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Postby Anthony Roberts » Fri Nov 19, 2004 12:56 pm

With some constructive coding, it could work. But I'd like to point out the downfalls of such a change.

Older characters would have an advantage. They already have a far superiour advantage, owning more resources, knowing more people, being in charge of things, being better with the new skills system, and now you wish to allow them more weight capacity?

Vehicles will become messed up, they're coded on the fact that a character can only hold up to so much weight. If they ended up with more than that limit, the vehicle wouldn't act weird, but the charcters would, wondering why a second person can't squeeze their butt in.

The calculation for travelling would need to be recalculted, for walking and vehicles, to take into account that these stonger players can carry more and still go the same speed.

Aside from that...
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kroner
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Postby kroner » Fri Nov 19, 2004 4:40 pm

but this arguement also pertains to all other skills. obviously it should be balanced. if you don't ever carry heavy loads around (staying in one locations with a load should not count) your ability should decrease some from your intitial "carrying skill".

in general, it would be good if skills decreased some from their initial value if they weren't used. similar to item deterioration, skill deterioration would take the edge away from older characters.

by the way, i like the initial idea.
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Postby The Industriallist » Fri Nov 19, 2004 7:13 pm

My one gripe is that this takes away the only ingame 'strip-search' option...which is a rather important capability to have. If no one knows what you can carry, no one can tell if you've dropped all of it...

Unless that 'encumberance bar' appeared and was generally visible, or some new search ing mechanic was implemented.
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Agar
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Postby Agar » Fri Nov 19, 2004 7:39 pm

Couple things:

1: If we put a search this person option in, and I really really like this idea, I'd want to be able to put some things on people with out thier knowledge. Drag a guy to jail, lock him up, plant a weapon on him, then call a lackey to search him and find it. :twisted: Let's hear it for the dirty cops.

2: There are so so many skills in the game now, at least I think there are, that having the ones you don't use decrease is evil, cruel, and most importantly, stupid. It can take years and years of a characters life to be able to make steel or pilot a boat, and the whole time before, their skill will have been going down. This would insure that older characters would rule new characters, as they would have the objects to practice skills on.

3: Random skilled weight is a good idea, but with out a way to see thier encumberance, I agree that it should be held off untill encumberance is visible. But, if coding it means bug all over when travelling, I'd rather wait till that's not a problem.
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kroner
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Postby kroner » Fri Nov 19, 2004 8:02 pm

with decreasing skill, there should be a minimum that your skills can drop to, say about 70% of the initial skill level, or maybe even 100% (so the skill level can never go below the initial skill level).
that would be setting a lowerbound on the learned skill level whether it be zero or some negative number.

that solves your problem.
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Agar
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Postby Agar » Fri Nov 19, 2004 9:50 pm

kroner wrote:with decreasing skill, there should be a minimum that your skills can drop to, say about 70% of the initial skill level, or maybe even 100% (so the skill level can never go below the initial skill level).
that would be setting a lowerbound on the learned skill level whether it be zero or some negative number.

that solves your problem.


No it doesn't, it just limits new players to being 70% worse than older players.

If you skills to decrease, make it happen when you do something badly. Like when you hunt or attack and miss. But to be penalized for not useing something you can't is ridiculous. If there was some way to let skills decrease for not useing it after you have used it before would be good. If you've never done something, how can you be getting worse at it? And if you've done it before, how can you get any worse than you were? You could lose improvments, but to lower below what you could do is silly.
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Sarah
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Postby Sarah » Fri Nov 19, 2004 10:38 pm

Anthony Roberts wrote:Older characters would have an advantage. They already have a far superiour advantage, owning more resources, knowing more people, being in charge of things, being better with the new skills system, and now you wish to allow them more weight capacity?

Well, I don't know what you mean by "older characters," but I only think the ones that are 50+ would qualify for that. I would suggest that the maximum carriable weight should start to decline when they reach a certain age. This would get rid of the advantage for older characters. And, of course, this should be able to be slowed, but not stopped, by regularly carrying large loads.

Anthony Roberts wrote:Vehicles will become messed up, they're coded on the fact that a character can only hold up to so much weight. If they ended up with more than that limit, the vehicle wouldn't act weird, but the charcters would, wondering why a second person can't squeeze their butt in.

Yes, but can't the characters just figure that out? That would be their own problem...if they just use some thinking skills it would be fine.

kroner wrote:if you don't ever carry heavy loads around (staying in one locations with a load should not count) your ability should decrease some from your intitial "carrying skill".

I disagree. Even when a character is standing in one location, the character can still technically move, they do work such as farming, mining, etc., and they are still holding onto the load.

The Industriallist wrote:My one gripe is that this takes away the only ingame 'strip-search' option...which is a rather important capability to have. If no one knows what you can carry, no one can tell if you've dropped all of it...

I disagree with using the "strip-search" IG, if you are talking about what I think you are. I know there is no other option, but I still don't like it. What would you do if the character can't hold XXXXX grams of whatever you are using, but they say they dropped everything? Would you just call them a liar because you know, OOC, that all characters hold the same amount? This would only be okay if the character in question actually did some research to come to the conclusion that everyone holds the same amount. I just doubt that most characters have done any research on that.

And to expand on my original post:
I don't think it would be realistic to show how much each individual character can carry and it should have to be found out IC (although that could become hard to keep track of for people with many characters). I know this doesn't completely justify it, but IRL you don't know how much you can carry. I also don't think there should be an absolute maximum weight, but rather it should get harder and more time-consuming in an exponential fashion, and eventually the character would just get old and start losing strength (strength as in maximum carriable weight, not the strength you lose by getting hit or not eating).

It is possible already (although it's probably a CR beach or something like that) to carry over XXXXX grams. (I don't know if that number is public knowledge or not.)
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kroner
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Postby kroner » Fri Nov 19, 2004 11:12 pm

Agar wrote:No it doesn't, it just limits new players to being 70% worse than older players.

What are you talking about? You've apparently completely missed the point. It limits old chacters to being 70% worse than new ones.
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kroner
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Postby kroner » Fri Nov 19, 2004 11:16 pm

Sarah wrote:
kroner wrote:if you don't ever carry heavy loads around (staying in one locations with a load should not count) your ability should decrease some from your intitial "carrying skill".

I disagree. Even when a character is standing in one location, the character can still technically move, they do work such as farming, mining, etc., and they are still holding onto the load.

From a "let's compare this to real life" standpoint that makes perfect sense, but in terms of game balance it doesn't. If standing in one place with a heavy load made you stronger, everyone would just make sure to have a full inventory while they weren't traveling and characters would automatically become stronger as the got older. this is bad. walking with a heavy load, on the other hand, has a drawback, which is that you walk slower, so it's reasonable for this to pay off by increasing your strength.
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Pirog
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Postby Pirog » Sat Nov 20, 2004 6:11 am

Sorry if this has been said, but random carrying capability would present a huge problem. Since Cantr lacks ways to disarm someone the "carrying test" where you fill someone up with max resources to make sure they aren't carrying something else is a widly used function to do this.

That function is needed. If carrying capacity was changed a way to "search" would have to be implemented.
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SekoETC
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Postby SekoETC » Sat Nov 20, 2004 9:18 am

kroner wrote:
Sarah wrote:
kroner wrote:if you don't ever carry heavy loads around (staying in one locations with a load should not count) your ability should decrease some from your intitial "carrying skill".

I disagree. Even when a character is standing in one location, the character can still technically move, they do work such as farming, mining, etc., and they are still holding onto the load.

From a "let's compare this to real life" standpoint that makes perfect sense, but in terms of game balance it doesn't. If standing in one place with a heavy load made you stronger, everyone would just make sure to have a full inventory while they weren't traveling and characters would automatically become stronger as the got older. this is bad. walking with a heavy load, on the other hand, has a drawback, which is that you walk slower, so it's reasonable for this to pay off by increasing your strength.



If carrying a heavy load inside a location would be set to increase strenght then it would of course slightly slow down working on projects that require physical power, and the characters would become tired more easily. And just "standing around" would not make you stronger since you are not moving, just idly balancing the load (remember that in weight lifting repeats are more important than the weight), just tired. If you were carrying a heavy load while picking up potatoes, you would get a sore back and legs but if you survived it then you'd build some muscles.

They walk with a load and get stronger so that they could walk with a heavier load. If they would not change their load, they would be slow at first but the speed would slowly increase as they turn stronger. So technically the drawback would be temporary. And remember that some prefer efficiency to speed, even though carrying a big load would take more time and be more taxing than a small one, it would still take less time than first taking half of it, running back emptyhanded and bringing the other half. The lenght of journey was tripled, see?
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kroner
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Postby kroner » Sat Nov 20, 2004 5:58 pm

As I said, I understand from a realism standpoint why it would make snese. I'm just argueing from a game balance standpoint. If it slowed down your projects I guess it would be alright.
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