Piracy

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Tue Mar 29, 2005 3:44 am

Well, with respectable numbers, you can lay someone out in just a day, or even an hour. And it'll take a loner at least a day of standing vulnerably outside your door to bust it down. A lot more if he has bad luck or has been fighting. If you all shower him with longbow rounds, he can be dead before he wakes up.

Also...it's very easy to drag someone while they're trying to break a lock. Just spill out and grab the pest. Disrupt his attack and seal him in someplace, and he ought to be good and dead.
"If I can be a good crackhead, I can be a good Christian"

-A subway preacher
User avatar
TatteredShoeLace
Posts: 1151
Joined: Tue Nov 23, 2004 1:50 am

Postby TatteredShoeLace » Tue Mar 29, 2005 3:53 am

Wait. Lets say Char A tries to break a lock from outside. When the project reaches 96%, he is dragged inside. When he goes to keep breaking the lock, is it a new project or what?

Also, can you unattempt a lock break? Like if you are asleep and someone tries to bust it and you kill him but still have a project lying around, someone could sneak onto the project right?
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Tue Mar 29, 2005 4:15 am

You mean, if he tries to keep breaking the lock from the other side of the door? Since if the people drag him inside then I doubt that the same person would have a chance to go on picking that lock. I don't know about that but lock picking projects cannot be cancelled if they have been worked on, and they can be resumed later... *chuckles*
Not-so-sad panda
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Tue Mar 29, 2005 4:59 am

Yeah...I don't know, but there are a great many exploits possible if only one picking project can exist at a time.

I didn't want to bring it up....
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
User avatar
TatteredShoeLace
Posts: 1151
Joined: Tue Nov 23, 2004 1:50 am

Postby TatteredShoeLace » Tue Mar 29, 2005 5:29 am

Yeah Seko, like is the inside picking project the same as the outside.
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Tue Mar 29, 2005 5:33 am

I don't think it's the same... since then it would show up on the other side too? Well I guess we all know places where to check if it does so.
Not-so-sad panda
User avatar
Spectrus_Wolfus
Posts: 910
Joined: Tue Nov 04, 2003 3:09 am
Location: Sydney, Australia

Postby Spectrus_Wolfus » Tue Mar 29, 2005 12:23 pm

just a freindly reminder can we keep the talk of what tools are used for lock picking and the such to a minimum since that's IC information and shouldn't be discussed in the forum but found out in game




*takes off mod hat*
User avatar
nitefyre
Posts: 3528
Joined: Sat Nov 22, 2003 3:29 am
Location: New York City
Contact:

Postby nitefyre » Tue Mar 29, 2005 6:32 pm

Keeping it general, one of my characters was not so long ago involved in a pirate capture (with all tools necessary, inclusive-including a couple of locked buildings). And what I can say is we had to have absolutely all the luck on our side for it to be the success it was :

A) The pirate was asleep for aproximately a day, giving us tremendous advantage.
B) Our first lockpicking project was cancelled because I felt it was bad luck at 0%, and I started again-and so it worked (basically on the first real attempt.)
C) I shaped my RL to conform to the game at the time, and fortunately, was able to get the pirate dragged inside.

The catch was, the pirate also held all tools, inclusive, along with
healing foods.



Let's just say it took several more days until we could concert the efforts pinpointedly enough (it's a hard thing to do with people being on at different times; and the pirate just healing immediately when he was hurt.) so that the pirate felt it was getting no where and gave up. Smart move.


Now, considering if the pirate wasn't asleep for so long, we were so lucky with our lockpick project and the fact that we can't any longer drag (or fight , or even whisper to, it seems) someone from a vehcle, there is a great disadvantage to the law enforcement type character. [If this has since changed, excuse me]
Schme
Posts: 2067
Joined: Thu Nov 25, 2004 10:21 pm
Location: Canada

Postby Schme » Wed Mar 30, 2005 10:09 pm

People all saying "Oh, the pirates are cheap, they ruin the game" are terribly foolish.

Haven't you read ANY history? Since the beggining of civilization, pirates have haunted societies.

The Vikings:Feared by all.

English Privateers:Feared by all.

Pirates have historically terrorized the great civilazations of the world, and if the guys have put in the trouble to get a boat, get weapons, get a crew, and sail very far, I say, deal with it.
"One death is a tragedy, a million is just statistics."
Joseph Stalin
User avatar
Surly
Posts: 4087
Joined: Tue Oct 14, 2003 7:33 pm
Location: London, England

Postby Surly » Wed Mar 30, 2005 10:39 pm

schme wrote:People all saying "Oh, the pirates are cheap, they ruin the game" are terribly foolish.

Haven't you read ANY history? Since the beggining of civilization, pirates have haunted societies.

The Vikings:Feared by all.

English Privateers:Feared by all.

Pirates have historically terrorized the great civilazations of the world, and if the guys have put in the trouble to get a boat, get weapons, get a crew, and sail very far, I say, deal with it.


You wouldn't have said that if you were a Northumbrian during the later Viking raids...

But I feel compelled to dispute the example of the Vikings. Yes they were pirates, but their reasoning was a lot more solid than pirates in Cantr. For a start they had an extensive homeland, unlike most pirates in Cantr. They also had large trade-routes with several powerful empires outside and inside Europe. The serious raiding started after the collapse of said trade-routes, and there is a compelling argument for this being the reason for intensified raiding; to fill the void of trade profit.

But that's all irrelevant, I just wanted to argue that, as I am a medieval history student. :roll: My problem with pirates is that there are few ways to repel them, due to game mechanisms rather than anything else. That to me was exploitation of the game to personal ends and a CR breach...

But that has mostly changed now. Respect to the pirates, if they pick on places with low populations or defences, I don't have so much of a problem.

Of course, when I get raided then I'll be pissed off... :shock:

Note: I do object to pirates boarding my ships while it is locked. If it is locked to people on land, it should be locked to people at sea. Either it is lokced all the time, or none of the time. That simple, in my opinion. :evil:
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
User avatar
SickGerm
Posts: 121
Joined: Wed Mar 09, 2005 10:28 pm
Location: U.S.A. Massachusetts

Postby SickGerm » Wed Mar 30, 2005 10:54 pm

all im saying is that a pirate attack is just like a military attack if you cant guard against a few pirates your town is doomed to fall anyways
Schme
Posts: 2067
Joined: Thu Nov 25, 2004 10:21 pm
Location: Canada

Postby Schme » Wed Mar 30, 2005 11:44 pm

I'm afraid I've never heard of Northumberia. But one incident does not change the whole thing.

How many pirates have been hung, only to have more to come and take there place?

The same goes with drug dealers, smugglers, spring factory owners. There's money to be made, there willing to take the risk.

Just thought I'd say that.


You are indeed very right. The viking piracy only started (for the most part) after the collaspe. But that does not change the fact that there were pirates, and that those pirates *CENSORED* people up.


CD EDIT: NO SWEARING! (Revanael)
"One death is a tragedy, a million is just statistics."

Joseph Stalin
west
Posts: 4649
Joined: Mon Aug 25, 2003 5:23 pm

Postby west » Thu Mar 31, 2005 1:52 am

Game note: If you're in a ship docked with another ship, you can board even if it's locked and you don't have a key? :?
I'm not dead; I'm dormant.
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Thu Mar 31, 2005 1:55 am

west wrote:Game note: If you're in a ship docked with another ship, you can board even if it's locked and you don't have a key? :?

Yes...the mechanism is that a ship docked in a ship is like a ship docked in a harbor, or a room in a building. The only lock between you and the thing you landed on is the lock on the vessel that did the docking (yours).
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
west
Posts: 4649
Joined: Mon Aug 25, 2003 5:23 pm

Postby west » Thu Mar 31, 2005 3:08 am

I also noticed that when you undock a ship from another ship it undocks to wherever the larger ship was when you docked onto it.

At least, it did so once for me.
I'm not dead; I'm dormant.

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest