Research

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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thingnumber2
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Research

Postby thingnumber2 » Mon Jul 28, 2003 9:42 am

Maybe somehow they could make advances, so that characters can get together and research,which would enable them to build more advance tools and objects, it could be a project only an extremely long or short one depending on your brain power, you could also have tools to help you research such as vials or microscopes or something, than once your done, you could teach others how. What do you people think?
Wim van de Griendt
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Postby Wim van de Griendt » Mon Jul 28, 2003 2:34 pm

The idea is that people can advance by manufacturing and using advanced tools/machines. For instance:
1. mining by hand
2. mining by pickaxe
3. mining by drill

That is how the game is setup. So if you have some suggestions for extra tools, please suggest them to the resources department (resources@cantr.net)

Thanks

Wim
chair of resources department
"Science is organized knowledge. Wisdom is organized life." -- Immanuel Kant
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thingnumber2
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Postby thingnumber2 » Tue Jul 29, 2003 12:01 pm

You're missing the point, I'm talking about how, in real life you don't just automatically know how to do everything, it is either taught or learned. The same with building things.
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Postby Wim van de Griendt » Tue Jul 29, 2003 12:06 pm

I do not really agree with you. A lot of things people can learn themselves. It just takes them longer and sometimes they make mistakes. Those things can be programmed. And then we do not need something like a research tree. What I do like, is the idea that people can improve their speed/skill in something if they work together with someone who is quicker then them. The speed of improvement should depend then on the amount of difference in speed between the 2 characters.
"Science is organized knowledge. Wisdom is organized life." -- Immanuel Kant
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Pirog
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Postby Pirog » Tue Jul 29, 2003 2:07 pm

Yeah...everyone can build a house, the difference is that a skilled person does it a lot quicker.
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Rob Maule
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Postby Rob Maule » Tue Jul 29, 2003 4:31 pm

And probably does a better job also.
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swampthing_bob
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Postby swampthing_bob » Wed Jul 30, 2003 9:37 am

Haven't we talked about this in the skills post?
Don't make me angry
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Rob Maule
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Postby Rob Maule » Wed Jul 30, 2003 3:18 pm

Yes we have. I was using a special psychology technique where I subconsciencely make you think that there is no more use in talking about this topic. You read the last thing I wrote and start thinking about my other ideas. It's really quite clever, I think.
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Solfius
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Postby Solfius » Sat Aug 02, 2003 2:17 pm

Solfius (in the Skills thread, suggestions area) wrote:i lost the original, but what i suggested was that perhaps how to make things, and collect some materials, you needed to either learn or experiment and randomly discover it based on the materials, amount of materials and time spent experimenting.

So, a new char knows only how to collect the resources in their home town, with perhaps some talent points (permanent skill points assigned on spawn, not too many).

To make tools they have to either figure it out themselves using materials and doing a special experiment project, where they may discover a new tool randomly. This depends on what they alread have in their possesion, what they already know to make etc. So if a character knew how to make a hammer, and had a hammer in his inventory, if he experimented with iron he might discover how to make an iron shield, if he had the right amount of iron.

Or

They can be shown how to make the tools by helping someone on a project to make that tool. The char learning doesn't know how to make the tool, so the helping project doesn't help make the tool, but the char helping learns how to make the tool, as in this case the "help" button is more of a "learn with this char" button.

The same could be applied to using machines, buildings, using vehicles, or collecting resources. Trial and Error, or be Instructed

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