Toll Boothes and or Gates,

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

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
Yo_Yo
Posts: 725
Joined: Sat Jul 26, 2003 2:32 am
Location: Hiding in the bush

Toll Boothes and or Gates,

Postby Yo_Yo » Fri Mar 18, 2005 11:22 am

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!
User avatar
TatteredShoeLace
Posts: 1151
Joined: Tue Nov 23, 2004 1:50 am

Postby TatteredShoeLace » Fri Mar 18, 2005 3:44 pm

Or chars would stop going there and make it a ghost town. Or some angry mob would overrun the town.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Mar 18, 2005 5:22 pm

I like it, I want it, DO IT NOW! :oops:
User avatar
nitefyre
Posts: 3528
Joined: Sat Nov 22, 2003 3:29 am
Location: New York City
Contact:

Postby nitefyre » Fri Mar 18, 2005 5:54 pm

How many times has walls/gates and the sort been suggested? :roll:

The suggestion that was provided was to make a town within a hall/building. And that works absolutely fine, if you're paranoid enough (like me). :twisted:
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Fri Mar 18, 2005 6:11 pm

I want to build one of those, but there's no real reason to until the threats to society get it together... :) :twisted:
"If I can be a good crackhead, I can be a good Christian"

-A subway preacher
User avatar
mortaine
Posts: 865
Joined: Sun Nov 28, 2004 4:22 pm
Location: Scotts Valley, CA
Contact:

Postby mortaine » Fri Mar 18, 2005 6:26 pm

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.
--
mortaine.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Mar 18, 2005 7:05 pm

nitefyre wrote:How many times has walls/gates and the sort been suggested? :roll:


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

Postby The Industriallist » Fri Mar 18, 2005 8:02 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
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Mar 18, 2005 10:18 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

Postby The Industriallist » Fri Mar 18, 2005 11:02 pm

I think it's more that farmland is just too big to wall in practically. There have been a great many fortified villiages in history...and I think they near-universally relied on farming outside of the fortifications.
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
Appleide
Posts: 376
Joined: Wed May 19, 2004 6:39 am
Location: Sydney, Australia

Postby Appleide » Sat Mar 19, 2005 12:13 am

May be make another kind of building 'enclosed space' or something, and in it, one project of gather resouces is allowed only, no more, and only 2 people can work on that project. That would work, wouldn't it?
User avatar
Spectrus_Wolfus
Posts: 910
Joined: Tue Nov 04, 2003 3:09 am
Location: Sydney, Australia

Postby Spectrus_Wolfus » Sat Mar 19, 2005 1:37 am

i think even if walls and the such come in your should only be able to gather mining resources inside of them. farming takes a lot of land and back through history a lot of the strongest cities fell to armies who just sat around outside waiting for everyone to starve
User avatar
Birdsall007
Posts: 118
Joined: Tue Nov 30, 2004 12:40 pm
Location: Northampton, England

Postby Birdsall007 » Sat Mar 19, 2005 1:55 am

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
Even if the voices aren't real...They have some pretty good ideas!
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Sat Mar 19, 2005 6:32 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
User avatar
Agar
Posts: 1687
Joined: Tue May 11, 2004 7:43 pm

Postby Agar » Sat Mar 19, 2005 7:49 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.
Reality was never my strong point.

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest