Undocking Project

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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Bowser
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Undocking Project

Postby Bowser » Thu Mar 18, 2004 3:08 am

I think that undocking a boat should be a project someone must start while on the boat. It should take atleast one or two turns. The boat is the only mode of transportation that a person can land in your town, hop out, kill people, steal anything not tied down, hop back in their boat, and undock.... all in 5 minutes.

Cantr is a slow paced game which is supposed to not punish the player that can not sit at the computer every second. You can chase a car down a path within one turn and atleast get one crossbow bolt in the thiefs back. People on boats are untouchable, even if you wake up during the same turn as they attacked, but 5 minutes later.

If this type of play is not a exploitation of how boats were intended to be used and totally acceptable game play, then my character may have to go crazy and decide to massacre everyone in every town on the lake.

And no, this is not me whining because I was robbed and a few unarmed spawns were injured... no one ever steals anything we care about being stolen, I just think its cowardly and not the way it is supposed to be.
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Anthony Roberts
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Postby Anthony Roberts » Thu Mar 18, 2004 3:26 am

This has already been discussed like, twice already. Although, I need to agree, to balance gameplay.

Honestly, I don't think this will change until later, when boats may be able to talk/dock each other - you know, do them at the same time? But then again, they might not even put that in :P

But, yeah, boats should require time to undock.
-- Anthony Roberts
Meh
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Postby Meh » Thu Mar 18, 2004 4:15 am

It consider it a variation of "drag from the trail".

The coding is different between the 1 diemensional trails and the 2 dimenisnal lakes and sea but the pricipal is the same.

Let them leave right away.
Until they are a certain amount of distance away they can still be dragged into a building even if on a vechile.

I also belive in dragging out of all parked vechicles as well.

But that's just me not policy.
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Anthony Roberts
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Postby Anthony Roberts » Thu Mar 18, 2004 4:48 pm

Speaking of distance away, is there not a variable stating how far away a boat is from a location? Would it not be logical to have distance from other boats as well? Because, two boats on the same location (Or near) can't talk to each other. When on a path, you can be 5 or so spaces away from another person, and still hold conversation...

I know this is off topic... but, yeah...
-- Anthony Roberts
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Nick
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Postby Nick » Thu Mar 18, 2004 7:54 pm

Maybe some way to signal to other boats, like with lights or with flags?
A new type of "morse code" could be invented.
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boomhaeur
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Postby boomhaeur » Thu Mar 18, 2004 8:42 pm

I'd love to see communication means in general start to emerge...

A fire pit should allow smoke signals... they'd be visible to people in surrounding locations but maybe it could only be signalled in puffs (like a morse code)

Example:

You see smoke on the horizon towards Klojt

<<user clicks on smoke to display message>>

Smoke message:
puff-puff-puff pause puff-puff pause puff-puff-puff


---

This would force people to develop codes meanings while still providing communication.


A second idea would be Signal Fires/Towers. People could add wood to the signal tower project to ignite it. "Lighting" the fire would trigger a signal in neighbouring regions.

Example:

You see a fire on the horizon in the direction of Klojt

This would be a great way for empires/regions to signal to the central location that something is up... the towers would need to be lockable to prevent "accidental" triggering (although a crowbar could be used for some mischief ;) )....


For boats what we need to be able to do is make flags and "equip" the boat with them as sailors have done for centuries. We should also be able to see the name of the boat (as if reading it from the side). Binoculors could be used to see further...
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Nick
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Postby Nick » Thu Mar 18, 2004 10:06 pm

I like those ideas.
Also, lighthouses should be able to turn on and off.
It would serve two purposes, as you could make sure noone can find your port in times of war, and also if you were smart enough you could use it to communicate.

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