a multiplayer game of parenting and civilization building
You are not logged in.
Pages: 1
Wanted to add my voice to this thread... and I vote for the change.
This game is not meant to be played with meta-teams.
The beauty of the game is the randomness of every individual life, and how you make the best of what you've got for that one life. The relationship with your new mom, and your kith and kin, all whom you haven't (or don't know if you haven't) met before, and with every life try to leave a better situation than when you left.
Now, we have the source code, so people can do whatever they want on their own servers I'm sure, and that's great. On the official servers though, I highly support the removal of client-side coords.
Thank you for your work!
Giving this a shot.
Greyhammer wrote:Copypasta from the "Griefer" thread and slightly edited after some thought:
Greyhammer wrote:Here is an idea: Dogs.
Some problems. What if your put your heart and soul in the settlement only to have a baby pop out that eats ALL of the food maliciously. So you end his life, get marked, and your kin's own dog eats you b/c murder.
I definitely agree that the scenario you described is a problem. I have given it a little thought and a few solutions come to mind, none of them perfect:
- instead of "cannot eat while full", make it "cannot eat while sated"... ie., if a pie would restore more food squares than you have open, then you can't eat it. Not a great solution though, kinda makes eating a pain.
- have a certain invisible food level (off the cuff, let's say a random 150-175% of max food threshold) at which overeating kills you outright, to simulate the health effects of gluttony - obesity, diabetes, heart attack, etc. Some kind of "fatty" mechanic, if you will. A better idea than the last one. No idea how practical it is to implement.
- deal with it? Would it be worth it to murder the glutton murderer to save the civ, even if it meant trading one's own life for it? Kinda noble. I'm sure there's players out there that would see it as a good trade. I'm one.
I think, either way, my overall opinion with regards to adding Dogs is it solves more problems (trash pit permanency, defense against wildlife and violent griefing) than it causes (inability to righteously murder indirect griefers).
Copypasta from the "Griefer" thread and slightly edited after some thought:
Here is an idea: Dogs.
We already have wolves in the game. Make them domesticable with a piece of meat or something, after which they turn into a more mastiff type model. Make having a trash pit a requirement and the center of the dogs' roaming range, similar to how a bear den serves for bears. (Perhaps they can be the mechanic for emptying trash pits too, addressing another complaint.) Then give them a multiplication/pack mechanic over time, so in the presence of a kennel there can be up to three dogs in a pack.
Now give wolves, bears, and human murderers a "enemy" flag of some sort. Just like what identifies humans to bears as prey. (The recent update gave bows and knives a justmurdered tag, I think? That could work.)
Make the strength/kill priority like so: wolf > dog > human (murderer) > 2 dogs > bear > 3 dogs. Then just give them a decently large range, good speed, and voila. NPC guards that require effort and are fair within context of the game.
Now, before you say "this is game mechanic fiddling", this has actual basis in human/canine evolutionary science. Some say without dogs to protect us from wild animals, strangers, and acting as trash disposal, transportation, and sometimes even food, we humans would have never developed agriculture on a large scale and we'd still be small scale agri/hunters and gatherers. You know, kinda where civs in this game are currently stuck.
In closing: It is only fitting that, as the Chewbacca to our evolutionary Han, dogs be given a place in this game.
The dog defense rests.
Here is an idea: Dogs.
We already have wolves in the game. Make them domesticable with a piece of meat or something, after which they turn into a more mastiff type model. Make having a trash pit (or an upgrade to a trash pit.. call it a "kennel") the center of the dogs range, similar to a bear den. Then give them a multiplication/pack mechanic over time, so in the presence of a kennel there can be up to three dogs in a pack.
Now give wolves, bears, and human murderers a "enemy" flag of some sort. Just like what identifies humans to bears as prey. Make the kill priority like so: wolf > dog > human (murderer) > 2 dogs > bear > 3 dogs. Then just give them a decently large range, good speed, and voila. NPC guards that require effort and are fair within context of the game.
Now, before you say "Grey, this is game mechanic fiddling", this has actual basis in human/canine evolutionary science. Some say without dogs to protect us from wild animals, strangers, and acting as trash disposal, transportation, and sometimes even food, we humans would have never developed agriculture on a large scale and we'd still be small scale agri/hunters and gatherers. You know, kinda where civs in this game are currently stuck.
In closing: It is only fitting that, as the Chewbacca to our evolutionary Han, they be given a place in this game.
The dog defense rests.
Pages: 1