New Ovens

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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Genevieve
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New Ovens

Postby Genevieve » Sat Sep 18, 2004 1:26 am

If the oven limits are going to stick, I think it should be possible to make larger ovens. It would also be nice, if we can't make huge ovens, to be able to make something like a generator that can be connected to multiple ovens at a time so you can work on many projects at once...since really, if you are trying to make it realistic, an oven doesn't need constant supervision to run. Make an electricity source or some sort of wood generator and that would make things a little bit easier.
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jeslange
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Postby jeslange » Sat Sep 18, 2004 5:35 am

I don't have any problem with cooking alot in one "sitting". (Like stuffing every rack in the oven, with the food being yielded at the end of the day or quicker depending on how many are working on it).
I do have a problem with the idea of cooking something degradable for 2 weeks :lol:
I don't mind looking at the food machines to see if the daily yield could be increased, or with introducing commercial-sized ovens.
The Industriallist
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Postby The Industriallist » Sat Sep 18, 2004 5:57 am

If food was degradable in inventory, that would be a better argument...but the only way food degrades is if you leave it lying outside. Ovens can't be build outside at all...
"If I can be a good crackhead, I can be a good Christian"

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Genevieve
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Postby Genevieve » Sat Sep 18, 2004 8:52 am

Good point :-)
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jeslange
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Postby jeslange » Sat Sep 18, 2004 2:30 pm

It doesn't degrade in inventory or on floors because it hasn't yet been programmed to do so, because programming has more important things to take care of first. It's a matter of good luck for us, rather than how things in Cantr are meant to be.
cantrpotatoe
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Postby cantrpotatoe » Sat Sep 18, 2004 4:40 pm

then after they make degradeing food, then there might be a use for plastic bags or containers. or electricity and a refridgerator might come first, who knows.


Ill get plastic in the game somehow :lol:
Lumera
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Postby Lumera » Sat Sep 18, 2004 6:06 pm

I just joined yesterday, so I'm probably not in any position to be making suggestions yet, but after reading this thread (and the first half in general) it just seems like it would be more logical to make farming harder, instead of cooking; realistically, growing food would take a *lot* longer than preparing it.

I started growing potatoes yesterday evening, and now I'm 99% done. I'm fixing to have plenty of food, and all it took was one night; I never even had to leave my starting location. I know resource gathering and all that isn't the purpose of the game, but if necessities were a little scarcer or harder to get it would probably encourage more interaction.

In my starting town I counted like forty potato farming activities going on; I'm thinking that if it took longer (but maybe with a little more output to compensate) there might only need to be six or seven, but with people having to work together and then split the proceeds in order to get it done in time. In real life you're never going to see one person growing a large crop by themselves unless machinery is involve. Bringing in a harvest used to be considered a community activity.

Then again, I know that could make it difficult for newbies, but maybe if there was another food source they could gather (it would have to be smaller, or else have some other disadvantage to make them switch to something else as soon as they could) until they got situated, it would keep them from having any real problems. (fruit or berries or some other wild food?)

Apologies if this has already been suggested before, and I have no idea if any of the above is actually feasible to code or what it'd do to the game balance; I'm just spouting ideas off the top of my head. :)
The Industriallist
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Postby The Industriallist » Sat Sep 18, 2004 8:40 pm

That would be something along the lines of the perennial 'reallistic farming' suggestion... It pops up a lot in several varients.

Though it is relevant here, bcause for practical purposes it would seem better to make cooked food more efficient relative to easily farmed food, not the reverse...

And for reference, under the current system, you should usually set your projects for hour cycles, not day cycles, particularly at the beginning. You waste an entire hour on that one day project when you starve a little. 99% is seldom a good sign.
"If I can be a good crackhead, I can be a good Christian"



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Lumera
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Postby Lumera » Sun Sep 19, 2004 6:25 pm

And for reference, under the current system, you should usually set your projects for hour cycles, not day cycles, particularly at the beginning. You waste an entire hour on that one day project when you starve a little. 99% is seldom a good sign.


Yeah, I'm still trying to figure out how that whole time thing works. It says there's 36 minutes in an hour, but then it'll also say something like '144 minutes till next hour,'' so right now I'm a little confused.
Appleide
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Postby Appleide » Mon Sep 20, 2004 2:28 am

Lumera wrote:I just joined yesterday, so I'm probably not in any position to be making suggestions yet, but after reading this thread (and the first half in general) it just seems like it would be more logical to make farming harder, instead of cooking; realistically, growing food would take a *lot* longer than preparing it.

I started growing potatoes yesterday evening, and now I'm 99% done. I'm fixing to have plenty of food, and all it took was one night; I never even had to leave my starting location. I know resource gathering and all that isn't the purpose of the game, but if necessities were a little scarcer or harder to get it would probably encourage more interaction.

In my starting town I counted like forty potato farming activities going on; I'm thinking that if it took longer (but maybe with a little more output to compensate) there might only need to be six or seven, but with people having to work together and then split the proceeds in order to get it done in time. In real life you're never going to see one person growing a large crop by themselves unless machinery is involve. Bringing in a harvest used to be considered a community activity.

Then again, I know that could make it difficult for newbies, but maybe if there was another food source they could gather (it would have to be smaller, or else have some other disadvantage to make them switch to something else as soon as they could) until they got situated, it would keep them from having any real problems. (fruit or berries or some other wild food?)

Apologies if this has already been suggested before, and I have no idea if any of the above is actually feasible to code or what it'd do to the game balance; I'm just spouting ideas off the top of my head. :)




You should read me "seasons" thread.
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Nick
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Postby Nick » Wed Sep 22, 2004 1:24 pm

Lumera wrote:
And for reference, under the current system, you should usually set your projects for hour cycles, not day cycles, particularly at the beginning. You waste an entire hour on that one day project when you starve a little. 99% is seldom a good sign.


Yeah, I'm still trying to figure out how that whole time thing works. It says there's 36 minutes in an hour, but then it'll also say something like '144 minutes till next hour,'' so right now I'm a little confused.

36 cantr minutes in a cantr hour... 180 real time minutes.
5 real time minutes in a cantr minute :)
And dont think because you are new you cant make suggestions. Of course, most things anybody would think of have already been suggested quite a few times. Try reading some of the past topics.

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