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.
Undocking Project
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Bowser
- Posts: 1201
- Joined: Thu Dec 04, 2003 8:55 pm
- Location: Washington, D.C.
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
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
But, yeah, boats should require time to undock.
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
But, yeah, boats should require time to undock.
-- Anthony Roberts
-
Meh
- Posts: 2661
- Joined: Wed Jul 16, 2003 10:13 pm
- Location: Way away from TRUE staff abuse
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.
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.
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
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...
I know this is off topic... but, yeah...
-- Anthony Roberts
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
- boomhaeur
- Posts: 392
- Joined: Sun Dec 07, 2003 10:11 pm
- Location: Toronto, Canada
- Contact:
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...
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...
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
Who is online
Users browsing this forum: Google [Bot], Majestic-12 [Bot] and 1 guest


