a multiplayer game of parenting and civilization building
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Introducing parental controls
Have you ever been worried about you're child getting hurt with a bow saw or playing with molten steel? Well no need to worry now as we progress through the tech tree people are going to want to be more ethical and have a purpose in life. This is why children from 3 to 14 will be relying on there mom for guidance for work. A mother can type "I restrict (tool)" and it won't allow the use of dangerous tools. A mother can also type "I encourage (tool)" and it will tell the child a task that is needed in the village.
Note: If griefers abuse this you can add a way to tie it with high gene score or lives played.
Open gate now. Need truck to be more efficient!
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I have a quick idea that sort of fits into this, where older people have an advantage over younger people:
Snatching: allow people to snatch things off of other people, starting a clicking war over who can click faster. The winner gets the item. Allow people to join on either side, lessening the required click-per-second on that side. People on kill cooldown have more required clicks per second. 14 year-olds and older require less clicks-per-second than younger than 14 year olds, making it easier to take things off of children. Maybe children cry when they lose, so the rest of the town knows when something’s been taken off them?
Also, as a bonus for this, a lasso turns into a long rope when being snatched off of someone, so people can play tug of war.
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Well, a lot of things in the game have been age-restricted since the very beginning.... I made those decisions, not the parents in the game... you have to be 8 to hold the knife, etc.
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Maybe the parents should make the decision to confiscate certain items from kids? It could in theory enable a vital part of parenting to occur: supervision, which would leading to more player interaction beyond raising the child, because you’d want to make sure that your kid can’t cause any trouble straight after hitting 3 minutes into their life. Making things hungry work is a decent solution to some problems, but it doesn’t give players any power to neutralise a passive griefing threat before it actually occurs. Preventative measures. Besides from children, if someone is acting suspicious and someone’s asked to “drop their bow”, all they need to do is reply “no”, and then the only solution then is to kill them.
I feel like a lot of new players are put off by constant killing. Having no passive alternative to a problem makes this inevitable, and new players are going to be put off, and leave. Killing, in my opinion, should be a last resort, not an only solution.
Last edited by schmloo (2020-03-07 03:11:05)
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