Resource system redesign (Arlequin's suggestion)
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- N-Aldwitch
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Let me get one thing straight: I love this idea.
However, it needs to be implemented to benefit characters, a lot. And then unbenefit them... if you get what I'm trying to say.
So when it first starts off, characters would be digging up huge amounts at a very fast rate. However, as it slowly starts to deplete, it of course becomes negatively beneficial.
Though perhaps we can remove 'slots' after this implementation? or not.
However, it needs to be implemented to benefit characters, a lot. And then unbenefit them... if you get what I'm trying to say.
So when it first starts off, characters would be digging up huge amounts at a very fast rate. However, as it slowly starts to deplete, it of course becomes negatively beneficial.
Though perhaps we can remove 'slots' after this implementation? or not.
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
- Liljum
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It's going to be like collect as crazy for a couple of years... Then stay away from collecting anymore for a few hundred years if it not regenerates as fast as it can get collected.
This would either lead to increased trading or an increase of wars. If your resources are depleted you have to look elsewhere.
This would either lead to increased trading or an increase of wars. If your resources are depleted you have to look elsewhere.
- Liljum
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If a hugh city runs out of resources. How can they trade to get more? The most probable solution is to take over a new location by force and use up its resources and then take over a new place... Don't think that the hugh city will stay at it's place letting their citisens die of, due to lack of food. So the winners of this suggestion is every big city or organization.
EDIT:
They are the only ones that have the manpower to wage hugh wars for resources. And that will lead to that smaller organisations gets killed or incorporated into the bigger one leading to that in the end there will only be one organisation.
EDIT:
They are the only ones that have the manpower to wage hugh wars for resources. And that will lead to that smaller organisations gets killed or incorporated into the bigger one leading to that in the end there will only be one organisation.
- Sicofonte
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Liljum wrote:And that will lead to that smaller organisations gets killed or incorporated into the bigger one leading to that in the end there will only be one organisation.
Ey, it sound really nice xD
Let's expand the analysis with more known facts:
There are places under-populated (small language groups) where the resources won't run out.
Cantr world is big enough for many more players, full of undiscovered islands.
In orther to be rich, you need slaves/workers. So only a few organizations (pirates) will kill everyone. And if you are not dead, you can reveal.
Big organizations (empires) always become shattered. Time to time.
Many characters/players do like pacifism, cooperation, democracy, sustainability, and so on, so we can assume that some big "fair" organizations will arise and fight against the more oppressive ones.
Sicofonte wrote:Of course, the threshold [theammount of recources that can be gathered each day without harming the regeneration] would be fair enough to allow docens of people careless working without getting in supply troubles (except maybe for some kind of delicate animal or plant's resources).
The numbers will be designed for allow the current big cities in Cantr to continue their way of life without taking care of this. The suggestion will affect only real big populations, that do not exist yet, in the future years.
Liljum wrote:Won't acctually this make things harder for the characters? Life is hard as it is.
Not necessarily.
Limestone and hematite are non renewable resources, but that resources will last for centuries (around 5 RL years) before becomming depleted in a place.
So after 5 RL years, the current big cities will be running out of stone, limestone, hematite, bauxite, etc (and maybe other renewable resources if they are negligent).
Are you planning to be playing Cantr after 5 RL years?. If yes, do you think that you could be bored for that momment? The boreness could be killed by starting a war for resources, or leading an exodus in search of a new promised land. Or just build a mine and continue with the technology ascent.
N-Aldwitch wrote:Though perhaps we can remove 'slots' after this implementation? or not.
We could. Slots symbolizes the availability of space, but given that they are shared by all the resources, it is rather weird, and in some cases illogical (for example: wood and mushrooms; you should be able of gathering wood at maximum rate without hindering the gathering of wild mushrooms).
This links with what Arlequin suggested in this thread:
Arlequin wrote:Allow unlimited resource gathering slots, though, over the location cap, make gathering speed decrease slightly over proportional rate.
So locations must choose between latifundia (few owners exploiting large amounts of land) or minifundia (many owners exploiting small pieces of land).
For all that has been said, I am sure this suggestion would bring rather fun/tension to the game.
So I do think that players won't quit in numbers, but the opposite (if lag doesn't kill us all)
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 

-
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There is one tiny problem. When resourses depletes, youll have to seacrh them further. That will take time. And what will hapend to old civilization? Extinced? They will have to wait long terms while they'll get new resourses if they'll get. But, there is another situation. Like Eldorado. The forgoten city
I Think i do like this idie now
That would be new oportunities for tresure hunters
Searching for old civilizations and theirs tresures.



- Doug R.
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I'm against this idea. There is no tangible benefit.
Towns that run out of resources will stagnate and die slow deaths over RL years as characters move on to other places. This will not stimulate wars or anything else interesting.
Nothing will stimulate trade in the game. This has been proven already with some other implementations.
Making the system less scary by making the effects of depletion not seen until real-life years essentially passes all the problems off of your shoulders and onto the shoulders of the next generation of players, which isn't fair IMO. Reap what you sow. If it'll take so-long to see an effect, there's no point in implementing it.
The last thing the game needs is further population dilution.
Towns that run out of resources will stagnate and die slow deaths over RL years as characters move on to other places. This will not stimulate wars or anything else interesting.
Nothing will stimulate trade in the game. This has been proven already with some other implementations.
Making the system less scary by making the effects of depletion not seen until real-life years essentially passes all the problems off of your shoulders and onto the shoulders of the next generation of players, which isn't fair IMO. Reap what you sow. If it'll take so-long to see an effect, there's no point in implementing it.
Cantr world is big enough for many more players, full of undiscovered islands.
The last thing the game needs is further population dilution.
Hamsters is nice. ~Kaylee, Firefly
- Sicofonte
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Moved to General discussion, as we where going off topic.
http://www.cantr.net/forum/viewtopic.php?p=258839
http://www.cantr.net/forum/viewtopic.php?p=258839
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 

- Sicofonte
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WOOOOOOOW, I GOT IT!
I mean, I have an idea for "easy" implementation of mines.
Special Building MINE of [stone/hematit/limestone/bauxite/etc]
There should be that resource there (even depleted).
It needs
30000 stone
50000 timber
1000 TNT
Pickaxe
Shovel
Something else.
Inside a Mine, you can only build another mine (max 2), or a machine called Vein (max 2)
Special machine VEIN (or something like that) of that resource
The same as the corresponding drill,
but only possible in the mine of that resource.
Tools requires "Miner equipment"
Miner equipment:
Needs:
rubber
steel
cloth
magnesium
or something like that
This would eliminate the "towns will run out of that resource".
I mean, I have an idea for "easy" implementation of mines.
Special Building MINE of [stone/hematit/limestone/bauxite/etc]
There should be that resource there (even depleted).
It needs
30000 stone
50000 timber
1000 TNT
Pickaxe
Shovel
Something else.
Inside a Mine, you can only build another mine (max 2), or a machine called Vein (max 2)
Special machine VEIN (or something like that) of that resource
The same as the corresponding drill,
but only possible in the mine of that resource.
Tools requires "Miner equipment"
Miner equipment:
Needs:
rubber
steel
cloth
magnesium
or something like that
This would eliminate the "towns will run out of that resource".
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 

- sanchez
- Administrator Emeritus
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- Sicofonte
- Posts: 1781
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Mines would be the alternative (instead of trading, migrating or raiding) for those places that were running out of those resources.
I thought nothing about slots.
Sorry, I don't know what are "divisible" resources.
I reffer to the resources that can be gatherable in a mine:
stone, limestone, marble, and the rest of "rocks",
diamonds, rubies, and the rest of gems,
hematite, bauxite, gold, and the rest of metals,
coal, cobalt, anything that can be mined,
clay, sand... (<- those should be always open-sky minning)
http://www.tecnomaps.com/wp-content/Ken ... r_Mine.jpg
Should be there a difference between open-sky and "deep" mines?
Open-sky ones should consume slots in the town (it "eats" the ground)
But it would me too realistic for Cantr so I would use just "mines" for any resource and leave the slots as they are.
I thought nothing about slots.
Sorry, I don't know what are "divisible" resources.
I reffer to the resources that can be gatherable in a mine:
stone, limestone, marble, and the rest of "rocks",
diamonds, rubies, and the rest of gems,
hematite, bauxite, gold, and the rest of metals,
coal, cobalt, anything that can be mined,
clay, sand... (<- those should be always open-sky minning)
http://www.tecnomaps.com/wp-content/Ken ... r_Mine.jpg
Should be there a difference between open-sky and "deep" mines?
Open-sky ones should consume slots in the town (it "eats" the ground)
But it would me too realistic for Cantr so I would use just "mines" for any resource and leave the slots as they are.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 

- wichita
- Administrator Emeritus
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N-Aldwitch wrote:This would basically be an entire rework of the framework (err) of Cantr. It would quite literally be so big that I reckon we'd rename Cantr to Cantr 3..
I actually agree with Thetaris-Part-Deux here. I would love to see it happen but it would be revolutionary. This is a set of ideas that I would personally just like to save for a new game.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- Sicofonte
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- formerly known as hf
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- SekoETC
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Sicofonte wrote:Thetaris-Part-Deux
?
Once upon a time there was a n00b called Thetaris who was breaking the CRB, resurrecting his dead character by giving a newspawn the identity of this character who had lived and died nearby. Then there comes N-Aldwich saying this guy Thetaris is ok, that they're in the same school. But turns out it's the same person with two forum accounts.
Not-so-sad panda
- formerly known as hf
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I think you'll find the greater crime was pissing off those on IRCSekoETC wrote:Once upon a time there was a n00b called Thetaris who was breaking the CRB, resurrecting his dead character by giving a newspawn the identity of this character who had lived and died nearby.
Never piss people off on IRC.
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