Make hunting a project!

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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SekoETC
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Make hunting a project!

Postby SekoETC » Wed Jan 12, 2005 10:18 pm

The way we have it now is totally stupid. People keep bashing the animals just because they are there, they even punch them with no weapons. It looks damn stupid when someone hits all the animal classes in a row. Hunting causes a lot of tiredness in a really short time.

Making it a project would be far more reasonable. If you think about hunting in real life, it's not like you see a bunch of animals standing idly at the town square among the people, sometimes attacking a random person. You have to track them and sneak closer and attack. You don't always get lucky. It might turn dangerous if you miss, the beasts are sure not to like someone punching them. It's more safe to go in a group though hunting alone makes it easier to stay hidden. If it's a project, many people can join it. They'd automatically use their best weapon, at least in this point. The project initiator defines how long it's going to be, maybe also what sort of animals they are searching for and which ones they will leave alone. Maybe you get a list of what animals are likely to live on that region and you tick the ones you are hunting for. You can't know if there really is any left, but there is a chance. The longer the project the more likely it is to get prey.

Project hunting for lions and cows has ended. Your party managed to kill 0 lions and 3 cows. You, Joe Archer and a man in his twenties were injured in process. A woman in her twenties was killed by a lion.

Now it can be made more detailed. We can tell who hit what and who killed what and how many times someone was attacked by an animal and how badly, but I don't like the numbers because you can check the bars to see how much you were hurt. Probably the initiator gets the spoils. I don't know if telling that you managed to hurt an animal but it got away would help much but we can add such things too.
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Where are all the monkeys
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Postby Where are all the monkeys » Wed Jan 12, 2005 11:25 pm

I prefer the current system, I have chars that rely on hunting for there income, for instance, they are given a weapon as part of their job, and they get payed by hunting duroing projects
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Postby Snake_byte » Wed Jan 12, 2005 11:56 pm

Where are all the monkeys wrote:I prefer the current system, I have chars that rely on hunting for their income, for instance, they're given a weapon as part of their job and they get payed by hunting duroing projects

Yes but this way you can get more when you hunt. So your charries will be making more in the long run. Maybe the project will only last for one day so that you can get back to your other projects afterwards.
I like this idea Seko. You make a good point about the animals in the town square. At least this way the people in town wouldn't get attacked unless an animal comes into town. In which case we could maybe REimpliment the "you see a cow arrive" thing. Maybe make it so that it's not as often. Also when an animal is in town you can use todays system to attack it instead of hunting it in a project.
Seko wrote:They'd automatically use their best weapon, at least in this point.

Perhaps you can choose which weapon you want to use before going into the hunting project because if your best weapon is in a bad state, you may not want to use it. So side arms will have to be even more important than they are now.
Seko wrote:Maybe you get a list of what animals are likely to live on that region and you tick the ones you are hunting for.

This could also help in deciding how long the project will last or vis-versa as in, in one day you can kill lets say 3 animals. Thus making it easier to control their numbers from going too low by licensing people and such.
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wulf
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Postby wulf » Thu Jan 13, 2005 8:58 am

I like the idea - it makes more sense to me than random attacks between humans and animals, sometimes resulting in a fatality.

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Agar
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Postby Agar » Thu Jan 13, 2005 10:05 am

In regards to animals, I would rather see them as individuals, that we could label, that we could see as young, mature, old; strong, sick, pregnant. We could see which animal attacked, cull violent ones, old ones, sick ones. Tame them. Cage them. Transport them.

Making hunting a project takes away from the individuality of animals. It has some good ideas, but it eliminates other good ideas, and I rather animals went that direction.
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madprofit
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Postby madprofit » Thu Jan 13, 2005 10:26 am

Also in the wilder parts of the world their are places were we would all be dead if we could not both hunt and gather tomatoes at the same time. The way to control mass hunting is legislation in game along with a body of citizens ready to back up the law.
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Postby wulf » Thu Jan 13, 2005 11:50 am

Individual animals would be good. Some characters might be willing to defend against a maurading creature but morally opposed to slaughtering those that leave well alone.

Also, is there any way of building an enclosure so that farming can be carried out in safety? If there is, then I'll obviously have to figure out the details IC but, if not, I think that would help, especially in more hostile areas. Various materials could be used, depending on local availability, to enclose an area to make it safe from animal attacks. The limitations would probably be a relatively high labour cost (making it an ideal co-operative project) and, perhaps, having to decide in advance what type of resource is harvested in the field.

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Postby west » Fri Jan 14, 2005 2:30 am

That'd be great.
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social moth
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Postby social moth » Sat Jan 15, 2005 1:01 am

I don't like it. As Agar said, I think it'd be better were, more individual. Not more 'clumped together'.
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SekoETC
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Postby SekoETC » Sun Jan 16, 2005 2:54 am

Well you could have options for hunting only weak or healthy or young or old or middle-aged animals... :roll:
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Riddrev
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Postby Riddrev » Sun Jan 16, 2005 7:10 am

SekoETC wrote:Well you could have options for hunting only weak or healthy or young or old or middle-aged animals... :roll:


Or pregnant ones...
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social moth
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Postby social moth » Sun Jan 16, 2005 7:18 am

Riddrev wrote:
SekoETC wrote:Well you could have options for hunting only weak or healthy or young or old or middle-aged animals... :roll:


Or pregnant ones...


Or sexy ones...
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Postby Riddrev » Sun Jan 16, 2005 7:23 am

social moth wrote:Or sexy ones...


Well if that is your thing... :?

The thing is, if you kill the pregnant ones then it will reduce their growth.
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social moth
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Postby social moth » Sun Jan 16, 2005 7:33 am

I was just trying to point out how pointless all these 'additions' are. The animal system seems fine to me as is. I don't see any critical problems with it.
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Postby Antichrist_Online » Sun Jan 16, 2005 2:14 pm

How about splitting it into both like it is now and a project, traping animals, using a trap built as a fixed posisition machine? Best of both worlds, a non-tiredness hunting for professional hunters and a more random version for occasional or side hunters.
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