Individual Inventions
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Antichrist_Online
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How about the exsisting high tech items and all new additons to the game being added randomly to a characters list when research project, using samples of the materials is complete. The basic (ie up to steal) tech could be inherited over the past few generations as intrinsic skill.
Research Project.
Type of Material One
Type of Material Two
Type of Material Three
Product - Type of product.
using that sort of form for the addition of new items would be a balanced way of adding new items without changing most of the game.
Research Project.
Type of Material One
Type of Material Two
Type of Material Three
Product - Type of product.
using that sort of form for the addition of new items would be a balanced way of adding new items without changing most of the game.
Mistress's Puppy
- Pirog
- Posts: 2046
- Joined: Wed Jul 23, 2003 8:36 am
- Location: Gothenburg, Sweden
Anthony Roberts>
But in reality (Cantr reality) it takes a lot more than two months to get started on making iron.
If presented with a map where they can find the resources and they happen to be just nearby, if there are no restrictions on gathering the resources and they are also provded with food...then yes, you can make it in 2 RL months...but you can't judge by the best case standards.
Take the Swedish are for example. One of the islands doesn't seem to have neither coal or clay, making it impossible to smelt iron. This means that people will have to build a ship (while fending off the large packs of gorillas that are plaging the island), gather food enough not to starve to death at sea and then go out randomly trying to find their way to another island with coal or clay just to get the necessary resources...that is a project that takes almost a life time considering the only ships they can make are the dreadfully slow longships.
If they would have to study every tool and resource used to get there nobody would bother in the end.
Such a "skill tree" would almost make it very hard for people to survive without being part of a community. I support functions to make strong communities more important, but I wouldn't like a system that makes it impossible to prosper as a loner.
But in reality (Cantr reality) it takes a lot more than two months to get started on making iron.
If presented with a map where they can find the resources and they happen to be just nearby, if there are no restrictions on gathering the resources and they are also provded with food...then yes, you can make it in 2 RL months...but you can't judge by the best case standards.
Take the Swedish are for example. One of the islands doesn't seem to have neither coal or clay, making it impossible to smelt iron. This means that people will have to build a ship (while fending off the large packs of gorillas that are plaging the island), gather food enough not to starve to death at sea and then go out randomly trying to find their way to another island with coal or clay just to get the necessary resources...that is a project that takes almost a life time considering the only ships they can make are the dreadfully slow longships.
If they would have to study every tool and resource used to get there nobody would bother in the end.
Such a "skill tree" would almost make it very hard for people to survive without being part of a community. I support functions to make strong communities more important, but I wouldn't like a system that makes it impossible to prosper as a loner.
Eat the invisible food, Industrialist...it's delicious!
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Appleide
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- Location: Sydney, Australia
Anthony Roberts wrote:
Appledie's - In order to get the next technological level, they must have created (Every?) object in the last level. They also can observe others in these higher levels to learn.
Not every, just one on each level below the level of the object you want to make
My idea would prevent the first thing people do is to make sabres using OOC knowledge, without the Chracter knowing IC what a spear head looks like
- Pirog
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Appleide
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- Location: Sydney, Australia
- Pirog
- Posts: 2046
- Joined: Wed Jul 23, 2003 8:36 am
- Location: Gothenburg, Sweden
My personal view is that is should be replaced with different qualities, but I have been told that it would be a too big project.
Since it isn't possible to have "free" inventions I just don't like the idea of a set tech tree where people are forced to build things they don't even want to use just to get better...then the game will suddenly be all about gathering resources and getting better and that would in my eyes be boring.
Since it isn't possible to have "free" inventions I just don't like the idea of a set tech tree where people are forced to build things they don't even want to use just to get better...then the game will suddenly be all about gathering resources and getting better and that would in my eyes be boring.
Eat the invisible food, Industrialist...it's delicious!
- RocMat1
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I think that at the beggining of the game you shouldnt be able to build anything until observed, as this is already supposed to be done by trust, but it should be programmed. ( My answer though is someone had to break capital Rule because someone had to be the first to build something, and they hadnt seend anybody build it yet..)
But here are my oponions on indivdual inventions:
I think really the only good way to do this is for the Admin to pick a random character, or group of characters, and make him/her/them the only one to build the item. Others observe, and BAM they can build it, and the revoulotion begins. If this character dies or just doesnt build the item within a irl week, they can pick another character. The players could also, to lmake sure a person who didnt want to invent didnt, sign a list or something to say they wanted a chance at being picked.
But in the future it will be better for invidual inventions if all the new players are newborn babies because lots of people use the exuse "My twenty year old would have learned by now how to make (Whatever) by now!" But a little baby wouldnt have, combined with programming to make you HAVE to see something before you do it, thatlll be great.
Making you Have to see something will also allow new things such as schools into the game, which have no or very little use as of now.
But here are my oponions on indivdual inventions:
I think really the only good way to do this is for the Admin to pick a random character, or group of characters, and make him/her/them the only one to build the item. Others observe, and BAM they can build it, and the revoulotion begins. If this character dies or just doesnt build the item within a irl week, they can pick another character. The players could also, to lmake sure a person who didnt want to invent didnt, sign a list or something to say they wanted a chance at being picked.
But in the future it will be better for invidual inventions if all the new players are newborn babies because lots of people use the exuse "My twenty year old would have learned by now how to make (Whatever) by now!" But a little baby wouldnt have, combined with programming to make you HAVE to see something before you do it, thatlll be great.
Making you Have to see something will also allow new things such as schools into the game, which have no or very little use as of now.
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The Industriallist
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Antichrist_Online
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The Industriallist
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Antichrist_Online wrote:Have you read the posts on scientific instruments yet? It seems to have went unnoticed dispite been related to this topic.
I fail to see how adding tools makes a useful contribution to the idea, especially since you ought to have to invent the tools, in theory...
Also, I include suggestions in other topics. I haven't seen a suggestion for this that I think could fail to be either disasterous or negligible. And they almost all require a pile of coding that I think has better uses. And almost all of them would destroy historical continuity, tear it up, and dance on the peices as cantr characters sit gibbering at their sudden ignorance of how to make all the things they knew yesterday...
"If I can be a good crackhead, I can be a good Christian"
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Revanael
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There's a few things that perhaps should have been included in Cantr, but as a reset is not going to happen, they cannot be added now. (I can't remember any of them, except this, but I know I've seen/thought about at least two more)
As it is, some things can't be added ever, because they just won't work.
As it is, some things can't be added ever, because they just won't work.
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