Toll Boothes and or Gates,
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Yo_Yo
- Posts: 725
- Joined: Sat Jul 26, 2003 2:32 am
- Location: Hiding in the bush
Toll Boothes and or Gates,
Definatly make things more interesting in miliant twns. Plus it would deter those hit and run tactics. It woud also count as a building that you could go into and see (a very short amount) of the road. Let people know about ambushes
Vicki Vale: You're insane!
Joker: I thought I was a Pisces!
Joker: I thought I was a Pisces!
- TatteredShoeLace
- Posts: 1151
- Joined: Tue Nov 23, 2004 1:50 am
- nitefyre
- Posts: 3528
- Joined: Sat Nov 22, 2003 3:29 am
- Location: New York City
- Contact:
-
The Industriallist
- Posts: 1862
- Joined: Fri Aug 29, 2003 7:25 pm
- mortaine
- Posts: 865
- Joined: Sun Nov 28, 2004 4:22 pm
- Location: Scotts Valley, CA
- Contact:
No, it doesn't work to just build a hall or building. It's not the same at all.
A hall cannot contain the farms, the mines, or the animals. People cannot be protected from attack by outsiders while they're working on gathering resources. You cannot see who is driving up and prevent them from driveby grabbing your resources.
A hall cannot contain the farms, the mines, or the animals. People cannot be protected from attack by outsiders while they're working on gathering resources. You cannot see who is driving up and prevent them from driveby grabbing your resources.
--
mortaine.
mortaine.
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
nitefyre wrote:How many times has walls/gates and the sort been suggested?![]()
I think I count around 3 times including this one, maybe 4.
I think the option should be there to encase an area in protective walls, because mortaine is right, it isn't the same. The reason is initially when the wall is errected maybe you can farm inside, but as space becomes increasingly scarce and taken up with buildings it becomes a walled city, like building inside buildings. Another reason why: you can pass buildings by, but a walled town in your path can't easily be circumnavigated; you need to take a differerent route altogether. Additionally, a third reason: currently there is no "watch tower" effect on buildings to do the gatehouse thing, which is why a special gatehouse building needs to be created, unless all buildings are given the ability to have windows in them to look into rooms, in which case the special building would not be required.
-
The Industriallist
- Posts: 1862
- Joined: Fri Aug 29, 2003 7:25 pm
Solfius wrote:I think the option should be there to encase an area in protective walls, because mortaine is right, it isn't the same. The reason is initially when the wall is errected maybe you can farm inside, but as space becomes increasingly scarce and taken up with buildings it becomes a walled city, like building inside buildings. Another reason why: you can pass buildings by, but a walled town in your path can't easily be circumnavigated; you need to take a differerent route altogether. Additionally, a third reason: currently there is no "watch tower" effect on buildings to do the gatehouse thing, which is why a special gatehouse building needs to be created, unless all buildings are given the ability to have windows in them to look into rooms, in which case the special building would not be required.
I don't think that farming inside walls has ever been done much...other than little vegitable plots I suppose. You would have a farm inside the walls to move livestock to if there was enough warning, but I think that's as far as you'd go.
Also, you most certainly can bypass walled towns IRL...and with the idea that we'll have map-base navigation in Cantr, you'll be able to bypass them in the future if they ever exist, so that's not an issue.
As for the watch tower...ducking out and ducking in isn't quite the same as being able to see out from the inside, but it's pretty close.
"If I can be a good crackhead, I can be a good Christian"
-A subway preacher
-A subway preacher
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
Well, the reaon farming within walls was rarely done, IMO, was that it was too costly to build a wall around the entire city, and its farms and outlying settlements, it would be like the great wall of China, or Hadrian's Wall (Now, you can't do either of them with current buildings, aha!) but in Cantr it's mainly villages so you can build a stocakade around a fair chunk of that and still have farmable land inside (not forgetting of course our Cantr people don't farm industrially, but rather more haphazardly)
-
The Industriallist
- Posts: 1862
- Joined: Fri Aug 29, 2003 7:25 pm
-
Appleide
- Posts: 376
- Joined: Wed May 19, 2004 6:39 am
- Location: Sydney, Australia
- Spectrus_Wolfus
- Posts: 910
- Joined: Tue Nov 04, 2003 3:09 am
- Location: Sydney, Australia
- Birdsall007
- Posts: 118
- Joined: Tue Nov 30, 2004 12:40 pm
- Location: Northampton, England
Yeah, but another of the advantages would be that the animals don't attack you. I imagine that if a farmer was being constantly attacked by animals, he'd soon build some sort of fence around it.
Clearly this wouldn't stop hawks from attacking, but it'd enable you to collect your mushrooms in peace so that you could heal up from all of the attacks that happened when you first arrived.
No, I'm not bitter that I lost that character, I'm angry that I've forgotten his name already. grrrr
Clearly this wouldn't stop hawks from attacking, but it'd enable you to collect your mushrooms in peace so that you could heal up from all of the attacks that happened when you first arrived.
No, I'm not bitter that I lost that character, I'm angry that I've forgotten his name already. grrrr
Even if the voices aren't real...They have some pretty good ideas!
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
I think that perhaps we are wrong in considering it in terms or farming land and cities.
In Cantr they are the same, you farm on the same land as you have your city. Now, some point in the future space will be implemented, so you can only have so much in one area, in which case farming land and cities will become distinct, but I think what we really need to think in terms of is putting walls around land, whatever it is used for.
If I want a fortified farm, why shouldn't I be able to do that? It's possible in RL, albeit impractical, but similar problems will arise in Cantr
In Cantr they are the same, you farm on the same land as you have your city. Now, some point in the future space will be implemented, so you can only have so much in one area, in which case farming land and cities will become distinct, but I think what we really need to think in terms of is putting walls around land, whatever it is used for.
If I want a fortified farm, why shouldn't I be able to do that? It's possible in RL, albeit impractical, but similar problems will arise in Cantr
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
Different roads need different amounts of resources to be improved, why can't the same philosophy be applied to town walls?
Let's look at a palisade (wall of sharpened logs backed by a mound of earth). If you want to build a wall around your town, you need to build it around all your resources as well, since there is no current way to seperate farming from mining or what not. A mine is generally considered to be a hole in the ground, so you don't need a lot of wall to surround that. Farms require large areas of land to supply the populace, so you need a lot of wall to seal those off.
So, to figure out how much wall you need, you take the base amount of resources needed for a wall and then multiply that by the factors of the resources availible in the town. If a location only has stone, and we say stone has a factor of one, you need one of the base resources. If a location has hematite, carrots and onions, and say that hematite has a factor of one (mining again), carrots have a factor of eight (farms are big), and onions have a factor of twelve (healing food farms are bigger), then you have a total of twenty-one in factors, and need twenty-one times the base resources to put a palisade around the town.
But what about how people interact with the walled town?
I would think you'd arrive at a location, and see the door to the location, and the other exits for a location. If the way is barred, you can still move around it. Certain types of walls would require better tools or vehicles to open forcibly. I can't see calling a battering ram a "tool", nor do I see a crowbar being very effective against a portcullis.
Let's look at a palisade (wall of sharpened logs backed by a mound of earth). If you want to build a wall around your town, you need to build it around all your resources as well, since there is no current way to seperate farming from mining or what not. A mine is generally considered to be a hole in the ground, so you don't need a lot of wall to surround that. Farms require large areas of land to supply the populace, so you need a lot of wall to seal those off.
So, to figure out how much wall you need, you take the base amount of resources needed for a wall and then multiply that by the factors of the resources availible in the town. If a location only has stone, and we say stone has a factor of one, you need one of the base resources. If a location has hematite, carrots and onions, and say that hematite has a factor of one (mining again), carrots have a factor of eight (farms are big), and onions have a factor of twelve (healing food farms are bigger), then you have a total of twenty-one in factors, and need twenty-one times the base resources to put a palisade around the town.
But what about how people interact with the walled town?
I would think you'd arrive at a location, and see the door to the location, and the other exits for a location. If the way is barred, you can still move around it. Certain types of walls would require better tools or vehicles to open forcibly. I can't see calling a battering ram a "tool", nor do I see a crowbar being very effective against a portcullis.
Reality was never my strong point.
Who is online
Users browsing this forum: Google [Bot], Majestic-12 [Bot] and 1 guest
