Massacres, massacres, and yet more massacres

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rklenseth
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Massacres, massacres, and yet more massacres

Postby rklenseth » Sun Jan 11, 2004 5:09 pm

Well it has happened again. Another town massacred from a few.

I am beginning to wonder whether or not these massacres are some sort of Capital Rule Breach.

And once again, THE VIOLENCE SYSTEM NEEDS TO BE REDONE.

It is beginning to be rediciulous that three or four guys with sabres and crossbows and wipe out a whole town of 30 people in matter of minutes and no harm be done to them at all because they have iron shields.

Instead of babies I think a priority should be looking into a new violence system and programming it in. Seriously.
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InsaneIrony
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Postby InsaneIrony » Sun Jan 11, 2004 5:14 pm

Maybe, instead of just hitting stuff only once a day, they could only be able to hit just so many things... Like only hit ten animals/people in a day? That would mean if anyone still wanted to do a massacre, they'd need a much bigger army to kill ALL the people in a town.
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The Hunter
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Postby The Hunter » Sun Jan 11, 2004 5:21 pm

Or making attack power increase when ppl attack the same person in a short period of time.

person 1 (hunting bow): 20 damage. (35 saved with iron shield.
5 minutes later:
person 2 (hunting bow) 23 damage. (35 saved with iron shield)
later:
Person 3 (War bow) 36 Damage. 1 damage done on health
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rklenseth
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Postby rklenseth » Sun Jan 11, 2004 5:24 pm

What has been discussed is some sort of fatigue system where after hitting/blocking and maybe doing other physical things your attacks do less damage and you are able to block less and it makes it easier for people to drag you. That way a town of 30 people, who are unarmed and unprotected, would be able to evetually take out those guy armed with sabres and iron shields. Because eventually they will just tire out and not be able to cause any damage or block any damage even from a fist. And the people will more easily be able to drag them away.

Later when skills are added, I think people can train themselves in fighting longer etc...

Also random damage and the chance that you might miss hitting someone.

Also, make tow categories for weapons; melee weapons and missiles weapons. Melee weapons can be used only in close combat and missile weapons can be used in both though are better at longer ranges. And missiles weapons will have to have ammunition for them such as arrows or quarrells or bolts meaning you can run out of ammunition.

These are just a few of my ideas.

Also if the fatigue system/random system is introduced then I think the hit one character a day thing should be taken out. The way I see it if you want to tire yourself out on trying to kill one person then that should be possible.
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The Hunter
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Postby The Hunter » Sun Jan 11, 2004 5:46 pm

Well, the town should at least defend itself with war bows. A town unprotected is just asking to get massacred. Hmm. Maybe this should be in Suggestions, we should look up past suggestions on the fighting system too.

But yeah, it's much needed. :cry:
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"Our enemies are resourceful and innovative".

"and so are we..."

They never stop thinking about new ways to harm our country and people"

"and neither do we"

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Meh
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Postby Meh » Sun Jan 11, 2004 5:49 pm

I was thinking along the lines of the first object deterioration should be weapons.

Would it be fair to say that one weapon can only do 10,000 points of damage before it is dust?

Would it be fair to say that a shield can only absorb 10,000 points of damage before it is dust?

The way I think it could work is that if you use a brand new weapon and hand out 20 points of damage to shield and/or person you now have 9980 points left. Now the weapon is only 99.8% effective.

So say you hit 30 people. That is 600 points off. The weapon is now 94% effective and would have to be repaired to bring it back.

But wait there is more.

If 30 people punch a shield that is 120 points off. The sheild is now 98.8% effective. If the big weapons are used you could weaken someones sheilds and them.

Maybe 10,000 could be changed to 5,000 but the princpal is the same.

This takes care of the jumping sabre problem. Also the lone wolfs would have to think about repair. And makes for some real blacksmiths and the possiblity of people carrying two weapons. Not for and kind of two handed kung-fu sabring but to have a weapons they only use in an empergency and one they use everyday and get repaired.

Animals should be left out at least at the start.
rklenseth
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Postby rklenseth » Sun Jan 11, 2004 5:58 pm

Well, if you keep your equipment repaired and in good order you shouldn't have a problem. How about sharp weapons evetually go dull and do less damage unless sharpened? And bows need to have string replaced on it or waxed depending on the severity of the string. A bowstring that breaks during firing has a good potential of hurting the archer shooting it or even killing him. Plus the limbs of a bow also need to be made sure that they are in good repair or they could snap. A broken bowstring or limb will make a bow useless and could even harm the archer shooting.

Now this would work in the bigger idea of armies. Bigger armies will probably have smithies travel with them so now you have a whole ne career you can add (blacksmith etc...).

Also, the fatigue system will also add new challenges to the face of warfare in Cantr. Now moving around will also tire out your men so now leaders will have to make sure their men are well rested before going into combat etc... This would add much more needed stragey in Cantr and more depth into it.
Ash
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Postby Ash » Sun Jan 11, 2004 6:14 pm

And what about making arrows seperate to the bows, it takes a day to make a fine arrow, say 10 iron and 60-70 wood. So then they would atleast have to wait about 120 days if the want enough arrows for all 4 people to take a hit at 30 civilians..
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rklenseth
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Postby rklenseth » Sun Jan 11, 2004 6:57 pm

Well arrows shouldn't take that long to make. 1 arrow a day at least. But yes, the ammunition would be seperate to the bow, crossbow, or sling.
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nitefyre
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Postby nitefyre » Sun Jan 11, 2004 8:11 pm

Mind as well make the batches of 10arrows for a day. 10grams of iron and 90grams of wood for a set of 10 which takes a day, that being for war bows. for lower technology societies that still use hunting bows, maybe 10g of stone and 90gs of wood for them. Finally for Crossbows, samethign except with steel, to match the availible resources for both ammo and weapon.
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InsaneIrony
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Postby InsaneIrony » Sun Jan 11, 2004 8:18 pm

Don't forget blow dart pipes. 1g iron, 4-5g wood?

BTW... this looks like it might be better in suggestions... :)
1099-5: Bandit says: "Collect a sum of 100 000g of sand to offer me in tribute or I will kill you."
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nitefyre
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Postby nitefyre » Sun Jan 11, 2004 8:36 pm

Yeah thats what I was thinking. This also wraps of how we're using medieval weaponry and limousines all in one time period.
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Sun Jan 11, 2004 9:14 pm

if gunpowder was never discovered the world wuld probably have gone the same as cantr *shrugs*
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kroner
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Postby kroner » Sun Jan 11, 2004 9:34 pm

you could make a gasoline powered gun i think although it would probably be less effective than standard guns. There would be a small chamber filled with gasoline vapor and oxygen behind the bullet in replacement for the gunpowder.
(this assumes cantr cars run on gasoline although that's questionable. since cantr cars defy the laws of physics, you could make a gun powered by the same mysterious forces.)
DOOM!
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Nick
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Postby Nick » Sun Jan 11, 2004 9:44 pm

I've suggested to Jos that we make it so you can set yourself to attack back, not attack, or attempt to kill that person.

To explain;

When someone attacks you, and you are set to attack back, you will attack that person.

If you are set to not attack, you will sit there and do nothing.

If you are set to attempt to kill, you would attack that person back, and then repeatedly attack them until one of you dies. If the person who attacked you was set to kill or attack back, it would be a duel pretty much.

Do you guys like it at all?

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