Project progress on the activities page.

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The Hunter
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Project progress on the activities page.

Postby The Hunter » Fri Nov 07, 2003 4:34 pm

Back in Sil (dutch area) The project activities list is getting longer and slower everyday. I try to cancel 0% projects now and again but that's hard because even the info page is loading slow. If the progress would be shown it would be easier to cancel those projects and more likely that char's will finish abandoned but advanced projects.

Because it gets way out of hand in Sil. I suggested our "leader" to do something about it. Several times in fact but nothing is being done. Also dutch players are annoyingly egoistic and only work for their own profit. Almost nothing is being done for the town itself. Not without making a profit out of it... Capitalistic swines. :shock:
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"and neither do we"
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Darth Tiberius
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Postby Darth Tiberius » Fri Nov 07, 2003 4:42 pm

Ahemm....... Capitalism is as good as we'll get thank you very much.

And I have also noticed that the activities pages are very slow to get to.
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Postby rklenseth » Fri Nov 07, 2003 6:04 pm

Lets just hope one of the united English societies don't happen upon those Dutch societies. They'll have to leanr pretty fast on how to work together in order to stand up to the Alexian Empire or many of the other civilizations should they wish to expand into these Dutch areas. :D
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Postby g1asswa1ker » Fri Nov 07, 2003 6:31 pm

Someday that empire will die and nothing will be left but those indistructable notes
:twisted: :twisted:
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Postby Meh » Fri Nov 07, 2003 6:34 pm

g1asswa1ker wrote:Someday that empire will die and nothing will be left but those indistructable notes
:twisted: :twisted:


You would think that a new copy would be created at some point.
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Postby rklenseth » Fri Nov 07, 2003 6:53 pm

g1asswa1ker wrote:Someday that empire will die and nothing will be left but those indistructable notes
:twisted: :twisted:


You're right that everything eventually ends but some sooner than other though. :twisted:

And I wouldn't be surprised that the Alexian Empire does a lot of damage and takes a lot of things out before they themselves go out. :twisted:
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Postby The Hunter » Fri Nov 07, 2003 10:22 pm

rklenseth wrote:Lets just hope one of the united English societies don't happen upon those Dutch societies. They'll have to leanr pretty fast on how to work together in order to stand up to the Alexian Empire or many of the other civilizations should they wish to expand into these Dutch areas. :D


Hah, those opressors wont stand a chance. In Sil we're all armed with sabres and iron shields. And we have a strategic genius as commander of the army....Me. :wink:
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"Our enemies are resourceful and innovative".

"and so are we..."

They never stop thinking about new ways to harm our country and people"

"and neither do we"

~G.W Bush
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Postby rklenseth » Sat Nov 08, 2003 3:09 am

Orion, Hunter and guide wrote:
rklenseth wrote:Lets just hope one of the united English societies don't happen upon those Dutch societies. They'll have to leanr pretty fast on how to work together in order to stand up to the Alexian Empire or many of the other civilizations should they wish to expand into these Dutch areas. :D


Hah, those opressors wont stand a chance. In Sil we're all armed with sabres and iron shields. And we have a strategic genius as commander of the army....Me. :wink:


But the Alexian Empire is highly organized in military and has the advantage of surprised. 5 people with crossbows running into an area and just committing to an all out attack at once would wipe out a whole town in matter of minutes. Shields or no shields.

One reason why, I think the violence system should be changed.
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Postby The Hunter » Sat Nov 08, 2003 3:31 am

rklenseth wrote:
Orion, Hunter and guide wrote:
rklenseth wrote:Lets just hope one of the united English societies don't happen upon those Dutch societies. They'll have to leanr pretty fast on how to work together in order to stand up to the Alexian Empire or many of the other civilizations should they wish to expand into these Dutch areas. :D


Hah, those opressors wont stand a chance. In Sil we're all armed with sabres and iron shields. And we have a strategic genius as commander of the army....Me. :wink:


But the Alexian Empire is highly organized in military and has the advantage of surprised. 5 people with crossbows running into an area and just committing to an all out attack at once would wipe out a whole town in matter of minutes. Shields or no shields.

One reason why, I think the violence system should be changed.


Yeah. five man with crossbows running into a town of 40 people with sabres and iron shields... The empire has something to mourn (5 to be exect) about and some history to be forgotten as quick as possible. :twisted:
Life is fun. Play naked with Psycho-Pixie.



"Our enemies are resourceful and innovative".

"and so are we..."

They never stop thinking about new ways to harm our country and people"

"and neither do we"

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Postby rklenseth » Sat Nov 08, 2003 3:49 am

I'm sorry to tell you, Orion, with how the violence system works now, those five people would kill them before those 40 people could react in a unified fashion. Plus, as you said, Sil isn't united. Makes it a whole lot easier because they will be having problems among themselves. :P
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Postby new.vogue.nightmare » Sat Nov 08, 2003 4:43 am

it'd be more interesting if they came under the pretext of peace, then just did a decapitation attack when they knew enough about the place and how it was run. Perhaps even find dissidents to help become the first Lad soldiers native to that continent? ^__^ Not like that would fit the brutality for which Lad. is so (in)famous.
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Postby g1asswa1ker » Sat Nov 08, 2003 5:01 am

rklenseth two can play at that game if attacks happen in cantr city then I'm sure someone will do the same in LAD
Somehow you strayed and lost your way,
and now there'll be no time to play,
no time for joy,
no time for friends
- not even time to make amends.
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Postby rklenseth » Sat Nov 08, 2003 6:37 am

g1asswa1ker wrote:rklenseth two can play at that game if attacks happen in cantr city then I'm sure someone will do the same in LAD


True, but Lad. is pretty good at overcoming disaster and if theytake out their enemies before their enemies take them out then they win which is one of General Sester Gartaf's strageties.

And that someone would have to have come from the outside and have friend in which he can organized with or the Imperial Guard in Lad. would pounce on him and his friends so fast that they wouldn't know what hit them. Plus, I think Lad. would be awfully wary of large groups of people suddenly showing up in Lad. and would probably shoot first and ask questions later. Actually, I think that is exactly what General Sester Gartaf would do.

And if you are wondering why I know so much about General Sester Gartaf then you should know that is my character. It's not like it's a secret or anything. If you would like to know my other characters, well here they are;

James Whitmore
John Haskell
Ambrose Corla
Red Kikhla
Graiwe Johnsmith
Easle Quathak
Richard Lenseth
Awaq Hera
Hadden Retoul
Falkirk Corla
Tyuial Juaid
Tommy Ingatten
Gerard Jerad
Hogan Blight
Paoream Safthes
Zak DoUrden
Thomas Covenant
Valan Crockett
Richard Connors or Weasf Hercva (he's my multiple personality one; only two so far though)
Thomas Francis Meagher (though he is not known by that name right now and I'm not giving out his new name currently because it would affect events in game)

Well, I'm glad I got that off my chest. :D
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Postby Meh » Sat Nov 08, 2003 6:38 am

The harbor is locked. The lock is picked. The Sil hear. The word gets out. The Sil unite trading the key around. The Lad die. The Sil argue for a bit over who owns the boat now. The ship turns around and heads for an unprepared Lad.

The perfect army?
{I am going to be vague on purpose with stuff that has to be found out in the game.}

All armed with the best weapon.
All shielded with the best shield.
ALL with a method to break a lock.
All stuffed to the brim with the best healing foods.

Take at least as many as it takes to...

1) overcome the best shield with the best weapon. Take the time to experiment. Get someone. Maybe even a criminal at 100% health. Give them the best shield and take turns firing the best weapon quickly. A sacrifical vouleteer can report status better. You may be able to save the voulteer if you take note of each wound.
2) overcome a lock in an hour. Determine the length of time to overcome a lock and have that many people avaialable to get in done in one hour. Your oldest member should initiate (which is something I've noticed recently, the older you are the quicker the hour comes to you and your work, shouldn't the old finish last?)

Now double it because no matter how much you get everyone to argree that they will attack at "dawn", some will still "sleep" in when duty calls. Plus you should never start anything without a reserve force at hand.

MOST IMPORTANT: 1 character per player. No matter what the RP excuse it will mar everthing if it is done any other way. best way to do this: "All those that volenteer for the assault step forward. OOC: only 1 character per player no exceptions"

Timing: Cantr years are in twenty day cycle but most cantr characters follow the seven day cantr lunar cycle. Aware times (bad to attack): Fur-day-nite, Sat-ur-day-nite, Sleep times: Thris-Day-Evan-Ring.

Last Thing: Note to the Players Department written in advance detailing build up, planning, lack of OOC knowledge. Would be good to have one written by each player. Basically "What steps lead up to you being at the apocolyse of Figi". Send these in immideately AFTER the battle calms down.

Other supplies: While most keys will be made available, you should bring the iron to change the lock where the towns treasure will be temporarily housed. Everyone should have a screwdriver to work on the lock with.

Not doing a hit and run? Risky. It may be a long campainge to break ever lock. So first build youself a lock The garrison will have enough food provided by the former town to last an age. Drag all the bodies off the street and lock them up.

New colony? Make up a story and drop it on the ground. No sense standing around outside waiting for the counter strike. Go sleep on the money.

New spawn location? Risk one person to identify newspawns from travellors. Direct the newspawns on what needs done. Pay them more then what they can get on their own.

***
Not that I have thought about this much...
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Postby rklenseth » Sat Nov 08, 2003 6:45 am

David Goodwin wrote:The harbor is locked. The lock is picked. The Sil hear. The word gets out. The Sil unite trading the key around. The Lad die. The Sil argue for a bit over who owns the boat now. The ship turns around and heads for an unprepared Lad.

The perfect army?
{I am going to be vague on purpose with stuff that has to be found out in the game.}

All armed with the best weapon.
All shielded with the best shield.
ALL with a method to break a lock.
All stuffed to the brim with the best healing foods.

Take at least as many as it takes to...

1) overcome the best shield with the best weapon. Take the time to experiment. Get someone. Maybe even a criminal at 100% health. Give them the best shield and take turns firing the best weapon quickly. A sacrifical vouleteer can report status better. You may be able to save the voulteer if you take note of each wound.
2) overcome a lock in an hour. Determine the length of time to overcome a lock and have that many people avaialable to get in done in one hour. Your oldest member should initiate (which is something I've noticed recently, the older you are the quicker the hour comes to you and your work, shouldn't the old finish last?)

Now double it because no matter how much you get everyone to argree that they will attack at "dawn", some will still "sleep" in when duty calls. Plus you should never start anything without a reserve force at hand.

MOST IMPORTANT: 1 character per player. No matter what the RP excuse it will mar everthing if it is done any other way. best way to do this: "All those that volenteer for the assault step forward. OOC: only 1 character per player no exceptions"

Timing: Cantr years are in twenty day cycle but most cantr characters follow the seven day cantr lunar cycle. Aware times (bad to attack): Fur-day-nite, Sat-ur-day-nite, Sleep times: Thris-Day-Evan-Ring.

Last Thing: Note to the Players Department written in advance detailing build up, planning, lack of OOC knowledge. Would be good to have one written by each player. Basically "What steps lead up to you being at the apocolyse of Figi". Send these in immideately AFTER the battle calms down.

Other supplies: While most keys will be made available, you should bring the iron to change the lock where the towns treasure will be temporarily housed. Everyone should have a screwdriver to work on the lock with.

Not doing a hit and run? Risky. It may be a long campainge to break ever lock. So first build youself a lock The garrison will have enough food provided by the former town to last an age. Drag all the bodies off the street and lock them up.

New colony? Make up a story and drop it on the ground. No sense standing around outside waiting for the counter strike. Go sleep on the money.

New spawn location? Risk one person to identify newspawns from travellors. Direct the newspawns on what needs done. Pay them more then what they can get on their own.

***
Not that I have thought about this much...


We all do know that Lad. and Sil have not met so therefore cannot have plans to wipe each other out. Orion and I were just joking about it.

Anyways, I do have a serious question. Lets say Lad. did takeover Sil and becomes the rulers of Sil. Would Sil then be changed to an English spawning location or will it stay a Dutch spawning location? More questions, I know, will arise from this but this could get confusing if a location of a certain language took over another spawning location of a different language.

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