The first option means that things that are not numerical in RL should not be numerical in Cantr too (numeric includes progress bars). Like strength to hit, damage made, tiredness and all the other character stats. So, instead of choosing between 0% and 100% when hitting somebody, you should choose on a range between "lightly" and "with all your might". The damage made could be "a scratch" or "a deep wound" with varying degrees in between. Thirst would go from "not thirsty" to "cracked lips", etc., etc. I think for all the things except quantities of materials, text descriptions should be used instead of numbers. I think it will be more realistic and more fun. The underlying mechanisms could/should still use numbers, but this should not be visible.
Vote the second option if you want more insight into the mechanics of the game. Everything should show with numbers, including skills, clothes, tools. For example, "You work with 65.5% efficiency on the carrots farming project and you will gain 10% tiredness at the end of the project. If you don't eat anything in the meantime, you hunger will increase with 1.5% per day, decreasing your efficiency with.... ", etc. If you want your character to live with numbers and formulas, then this is for you.
The third option is self explanatory.
Numbers, formulas and progress bars vs. text descriptions
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Pürkel
- Posts: 14
- Joined: Tue Sep 21, 2004 6:29 pm
- formerly known as hf
- Posts: 4120
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- Location: UK
I know I've said this a few times now - But I really like the idea of less numbers in Cantr...
I know a lot of people are really interested in the mechaincs of the game - and I can understand that... But I like the idea of it all being descriptive...
For me, it would just feel right, as I play Cantr for its role playing... the mechaincs of the game... how to increase efficeincy, exact damage/hit percentage is just secondary... It would also make the game more even - those who have the time, or are proficient enough in maths to try to and work out firmulas etc... don;t have a chance, or, at least they would have to convert descriptions into values;
for example, you hit someone with 'all you strength' and 'injure them quite badly' their damage descrition goes from 'fine' to 'quite badly injured' anoher time, you get different descriptions. Underlying the game, there are still numbers, so 'quite badly' could mean something like 10-15 damage points... People could still work out game mechanics this way - you would have to work out some rough idea of what values each description covers... But it would be less exact... More like real life. You would never know your exact efficiency, but you could get 'some idea'...
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