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 Tiel's Idea Thread!

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PostSubject: Tiel's Idea Thread!   Thu Aug 02, 2012 9:47 pm

So, well I thought about some things, and I figured a ton of them were kinda ambiguous. In my attempt to input my ideas for each feature, I realized I was cluttering up Mackeroth's Banhammer thread with irrelevant info, so I'll just post my stuff here instead. So.

Factions
When you join a server (solar system) in Futurecraft, you'll spawn on their home planet. If they're already developed, you can then proceed to join a faction, as systems will only be capable of registering a certain number of factions in their name which will probably all be taken up at that point. Going onto that, if a server is starting anew, you can likely then start your own faction. A GUI will open up where you can upload a png of your faction's symbol. For sake of user friendliness, this GUI will be openable at any other time with the 'F' key, where it will list your members and name (which cannot be changed after the initial creation).

Anyway, once this is done, the server asks the server owner via console if this is OK, if it is the server will then discreetly submit your faction's data to the Futurecraft Master Server, who takes the file, nods, then sends the server's runner back with a confirmation. Once the runner is gone, the FMS takes a look at the file and says "Harumph, another PeN1$izGOD faction. Well, whatever, if they want to waste a faction slot on that, so be it." He then marks down that faction on that server's roster, which as mentioned only has a limited amount of spaces for them. The FMS will then send a copy of that roster to the server every so often, who will sorta stare at it for a while then submit it to its own encrypted database. When all the slots are full your request to make a faction will be denied. You must then either join an existing faction or wait for one to die out.

And speaking of dying, when your faction gets new members your ManPower count raises by 15 per member. When a member is killed, your faction's ManPower is reduced by 5 per death. So it'd be less than ideal to have a warmonger in your faction, give 'im da BOOT. Anyway, once your ManPower count is reduced to the negatives, your faction simply ceases to exist, at which point every member is discharged back to your server's homeworld's spawn, where you can try to quickly make another faction before someone else takes the slot, or join another one. This process applies to factions everywhere, be it in space or on land or in another solar system.

Servers & Solar Systems

When a Futurecraft server starts up, it will generate a Solar System which will register with the Futurecraft Master Server, as, you know, existing. From here, it will randomly choose a home planet in the system, which players will then spawn upon. As per Mackeroth's scheme of things, players will then progress through various tiers of tools until they are capable of building mighty starships and orbital cities. Now, bear in mind a server's populace can happily play without ever building a gate, fighting wars between their factions in their own little isolated corner of the galaxy, but should they choose the dominant faction may be able to construct a gate, opening up the solar system to intergalactic commerce, but also war. Let's go over the basics of warfare, shall we?

When you get invaded by a superior faction, or you invade another faction's system, you/they could either choose to submit to the invaders in order to save their your hard work, or fight to the bitter end until your faction's ManPower points run out, at which point that solar system will be transferred to the conquerer's serverbox, of course inducing new stress on it, meaning these conquerers can only subjugate a certain number of systems by wiping everyone out, then they must seek more...conservative methods of gaining new land such as offering treaties, assimilating the conquered, etc. Perhaps this will also mean new factions entering the game will know to keep their 'genocide cards' close to themselves, instead doing the aforementioned while only committing widespread slaughter when absolutely necessary.

Now, you're probably thinking, "Well, wouldn't this mean we'd only have a handful of uber factions?" The answer, is yes. And this is good, as these factions will wage war against one another, recruiting smaller factions for assistance. The result is a perpetual state of war, which is ideal for what I think Futurecraft is achieving (There is, after all, only one use for the battleships people have been constructing) In the end, these ubers may fracture into several factions, which will then form alliances and create new ubers, and so forth. Alliances and Conglomerates will be key, as it's likely one faction will not be able to stand up against a larger one without assistance.

Well, what of the solar systems? Will these change hands during the war of the ubers? Some thought is required here. If the Ubers have their alliances and whatnot, it will be hard to discern who will gain control of a particular solar system. This may lead to more internal strife, which is good, so I think that if a majority of ships belonging to one faction are in one system for a period of time, it is re-allocated to the server that group registered with. This process would consist of the conquered server pinging that of the conquerers, asking whether or not they could handle the new property. If the answer is yes, the server would then hand the files over. If the conquerer's server has already reached its maximum of solar systems, the conquered server will sorta shrug its shoulders and host their new property in their name in parallel with the new one for the victims of the assault temporarily.

If space is still not available on the other server after a certain period of time the system will become neutral again, having a red icon next to the name on the list of locations to jump to on any Gate GUI. Basically, it will apply a debuff to the invaders mooching off the victim's server's resources, enabling another faction to catch them with their pants down and hopefully take control of the solar system, re-allocating it to their own serverbox. If not, the above procedure occurs again. On the third time, if the new/old conquerers can still not host the new system, the server hosting it gets frustrated and adds a twist: a timer will appear on the HUD of anyone in the system indicating time remaining before the star goes supernova. To compensate for the rush, the server will also spawn twice as many mineral resource asteroids, tempting the invaders and possibly causing their demise as the clock hits 0 and everyone still in the system sees a massive flash, and suddenly...nothing.

Once this is finished, the server breathes a sigh of relief and purges the solar system's files, and business as usual occurs anew.

The victims of the blast would then respawn in their faction's base on the system they registered with, but shipless.

Moderation and Distribution

I do not believe there should be any moderation, save for the original dev team, whom will become 'admins', of sorts. These dev-admins will be capable of traveling to any solar system regardless of whether they have a gate, and will be entirely invisible but carry no weapons. From there they can observe new servers and how they act, and if they are suspicious of illicit activity they may call a vote with the other dev-admins and ultimately decide whether or not to disconnect the server from the futurecraftverse. Why would the server owner be under such scrutiny, you may wonder. Well, my idea is that, similar to many revolutionary and premium quality mods, Futurecraft will not be parceled out freely, at least not entirely. Instead, while server owners will be able to download the mod and host a solar system, they will need a special passcode to connect to the Futurecraft Master Server (enabling gates, etc). Server owners will need to submit an application to the dev-admin team in order to get one of these codes.

The process after an application has been accepted will likely consist of the dev-admins conducting some sort of integrity check on the owner's server files to ensure no alterations have been made, viewing the server's solar system to affirm that there have been no edited changes and such. From there, the server will be linked to the Futurecraft Master Server, which itself will incessantly initiate integrity checks on each server's files daily. If a server is found to be in violation of rules, their passcode and server IP will be banned from the system.

Artificial Intelligence

Ah, touchy subject here. Why, you might ask? Well, while A.I do exist, man has yet to completely emulate a sentient being within computers. Those sort of unfinished AI are referred to as V.I, they are competent, but not entirely perfect. It may take 4 to run a ship where only 1 A.I is needed. But a true A.I cannot be made using machines. No, the very fabric of sentience must be ripped from the mind of one who has it...and survival is not guaranteed for the donor. To make it all the more controversial, the majority of A.I's are constructed from females of the species, as it is believed they have a higher chance of living through the procedure.

Why sacrifice the living to make but a program?, you might wonder. Well, A.I are capable of interfacing with a ship's systems on a higher level than conventional engineers, and can even pilot them singlehandedly should the need arise. Anyway, they are extremely expensive and require extensive infrastructure within a vessel to operate at peak efficiency. But, on the flipside, you can probably halve your crew count with the use of an A.I, reducing the need for consumables. These A.I can be customized with different skins that are uploaded to the server via some form of GUI. Once properly seated and installed, the A.I can then be issued orders by merely speaking within a set radius of its console, using keywords, similar to NPCs, to properly discern what the player needs it to do.

Shipyards

You'll launch a ship with a Hub, but after this you'll have to launch up portions of the station, like the modern day I.S.S. This will give you a simple station to work with for defense, pictures of your planet, etc. At some point you'll construct segments in Zero G with your space suit of awesomeness. This is where the fun comes in - in order to have a fully functional constructor, you must craft a core of sorts. In theory, 1 Tier I core can handle around 300 blocks. Building these in a formation to look like



or



Would in the end be more efficient, as the cores would overlap and prevent anomalies (heh, heh Laughing)

Yes, these aren't perfect. Using a single core to construct 300 blocks is like using one piece of coal for cooking 8 meat - it doesn't always work. It'll be minor, perhaps. A block here, a block there..and pretty soon it isn't airtight anymore. Not a good first impression to your customer - in fact, you might not be expecting any further business from them (literally).

You'll notice I said 'Tier I core' up there. My suggestion is that there are 3 tiers of core that get progressively more expensive to make, but also are capable of making more blox, and perhaps Tier I & II won't be able to create certain types of blocks.

Tier I: 300
Tier II: 500
Tier III:1000

As for time, think about how long it takes you to build a ship in creative. Then think how much time it'd take to build that in Survival. The latter is how much time the ships will take to build. It'll be lengthy, yes, but being able to focus on other tasks makes it worth it. In addition, you MUST have twice the amount of materials necessary in order to construct a ship in this here shipyard, as machines can make mistakes - better safe than sorry. You can collect the remainder afterwards and put it to use again in conjunction with more materials.

Lastly, how does the shipyard construct these ships? First, you build the ship in your shipyard. If you couldn't build it yourself, you sure as heck don't have the right to mass produce them. Thus, I suggest a sort of Central CPU Core would be installed that would //copy your creation to it's memory, provided there are enough Cores in the area you build it in. Another thing would be Console blocks, which could be used everywhere in this mod for a variety of things. Wiring a Console block to some Shipyard Cores will in essence create a virtual shipyard, and right clicking the associated console will bring up a GUI with the ship types the Central CPU has saved to memory. If there aren't enough cores or materials in that certain Shipyard, it will notify you. You CAN still build a ship with less cores, but it will be incomplete, as in missing some blocks.

Logging in/Logging out

If you are the sole commander of a craft, the NPCs aboard will attempt to return to the nearest friendly starbase, ignoring any nearby foes. Simple.


Last edited by Tiel on Fri Aug 03, 2012 2:56 am; edited 1 time in total
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 10:32 pm

Factions- It is my opinion that the faction should be able to change their name if:
A: The owner of the faction changes
B: The faction owner pays big whatever currency we use to change it.
Servers- To prevent Uber factions, have a random alien force attack every faction and every fleet selected by the admins with the same number of troops and ships, but slightly less powerful(To give them a fighting chance). Meaning a cruiser(Player) vs Alien Frigate.
Moderation- I feel the admins should have a few levels of moderation people-
Observer: Cannot do anything except observe and tell admins and mods of potential haxs and whatnot. Cannot play normaly for a day after observing.
Moderator: Listens and double checks Observers observations, can kick, which alerts an admin to any situation. Cannot interfere unless urgent.
Admin: Omnipresent, or beleived to be. Can kick, ban, ect. Always has justification to do whatever is needed. Probably a DEV.
AI- Responds to prompts, can do basic things like fly to nearest moon, ect.
Shipyards- All is good here, except anomalys would probably be in the edges.
Logging- I concur.
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 10:46 pm

Logging in and out is wrong. They stop where they are and fire weapons on those you are at war with.

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You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 10:48 pm

ACH0225 wrote:
Factions- It is my opinion that the faction should be able to change their name if:
A: The owner of the faction changes
B: The faction owner pays big whatever currency we use to change it.

My point here is that once a faction is changed, it must remain permanent, as people changing the names of their forces daily will only serve to confuse everyone.

Servers- To prevent Uber factions, have a random alien force attack every faction and every fleet selected by the admins with the same number of troops and ships, but slightly less powerful(To give them a fighting chance). Meaning a cruiser(Player) vs Alien Frigate.

As you probably saw, I thought Ubers would be the whole premise of the game. Their fighting would create an indefinite conflict which all could participate in. And I think the devs are against aliens.

Moderation- I feel the admins should have a few levels of moderation people-
Observer: Cannot do anything except observe and tell admins and mods of potential haxs and whatnot. Cannot play normaly for a day after observing.
Moderator: Listens and double checks Observers observations, can kick, which alerts an admin to any situation. Cannot interfere unless urgent.
Admin: Omnipresent, or beleived to be. Can kick, ban, ect. Always has justification to do whatever is needed. Probably a DEV.

I'm really against moderation of any kind, save for the devs. The application process will cull many servers from the futurecraftverse, meaning there really isn't a need for any additional sort of moderator, just the original dev team who know how the game functions and care about where it goes.

AI- Responds to prompts, can do basic things like fly to nearest moon, ect.
Shipyards- All is good here, except anomalys would probably be in the edges.
Logging- I concur.

Another thing that may be bordering on extreme is that server owners must purchase the mod in order to run it. Even for 5$, it near-guarantees no server owner will do anything in violation as they paid money for it.


And Keon, them turning tail and running may lead to their demise. If a ship owner is too cowardly to command his ship in battle he deserves such a fate.
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 11:00 pm

Oh really? Then you want the ships to just not exist when we log off? Or do you want me to play 24/7? Cause no.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 11:19 pm

Ships will dock with the friendly starbase should they survive any nearby enemies when you logged off, and then just be...there. Once you log back in you'll spawn in the ship at the starbase.

In a normal log off one would dock with a starbase and then, well, log off. That's the proper way to do it.
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 11:27 pm

There are sudden emergencies....

"Oh no, a councilor has been murdered! We need you to make a speech!"
"Not now, I am fighting against some space bandits!"
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 11:28 pm

So no more than one or so ships will be on at one time. Thus if an enemy has 3 guys who get online, the whole UberFaction will fall. Uhh, no.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Tiel's Idea Thread!   Thu Aug 02, 2012 11:45 pm

I literally have no idea what you two are going on about. How does the process of logging off relate to how many people can be on at a time?

And ACH, if you're in friendly space you shouldn't have much of a problem, not many people to attack you. This is just to prevent combat logging, and frankly the other suggestions I've seen for this mechanic have critical flaws.
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 12:03 am

Is it really that hard? If you go on at the middle of the night, with your system, no defenses. Thus a frigate could beat a UberFaction.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 12:12 am

Auto defenses? Server not up?
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 12:47 am

The same thing happens in Minecraft SMP itself, but I've yet to see anyone complain about it. Nor have I seen a solution posted by the Futurecraft dev team, so quit being such a dick about it. Moderators won't solve that problem and none of my suggestions will exacerbate it, either.

So perhaps auto-defenses. And don't forget the NPCs, they can probably fight without a player's guidance as well.
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 1:05 am

Tiel wrote:
The same thing happens in Minecraft SMP itself, but I've yet to see anyone complain about it. Nor have I seen a solution posted by the Futurecraft dev team, so quit being such a dick about it. Moderators won't solve that problem and none of my suggestions will exacerbate it, either.

So perhaps auto-defenses. And don't forget the NPCs, they can probably fight without a player's guidance as well.

Solution: The ships stand where they are, or maybe patrol selected areas, and then blow enemy stuff up.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 1:17 am

How 'bout before you log off you can tell the autopilot/VI/AI to do blank, whether it be stay still, go dark, move to the nearest blank, preform FTL jump, etc? Then just log off and let the ship do the work. Default should be "Go to nearest faction-controlled space and wait 'till I get back on." Also, a player ranked captain+ (assuming that's higher than you are) should be able to decommission you as the CO, in that case, you should wake up in a cryo stasis pod on the ship and crew it under the new CO (assuming that he/she is also of higher rank than you).

As for the faction v faction problem where one person is on at a time and they destroy the other, perhaps have larger servers (50-100 players). The server list of futurecraft could be governed by the devs who could only let a few large servers host.
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 1:35 am

Keon wrote:
Tiel wrote:
The same thing happens in Minecraft SMP itself, but I've yet to see anyone complain about it. Nor have I seen a solution posted by the Futurecraft dev team, so quit being such a dick about it. Moderators won't solve that problem and none of my suggestions will exacerbate it, either.

So perhaps auto-defenses. And don't forget the NPCs, they can probably fight without a player's guidance as well.

Solution: The ships stand where they are, or maybe patrol selected areas, and then blow enemy stuff up.

Having NPC ships roaming about will put too much stress on the server. Having them head home is the most efficient method of doing it. It'd be most frustrating to a player to wake up and log back in to Futurecraft to find his entire ship was blown to pieces patrolling an area without his consent.
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 2:17 am

Ever played Shores of Hazeron? Well, ships are persistant, and what people do is leave them in orbit and log off. They could hide on a planet and shut off everything, but it's not usually used. The ships are always there, and its useful. I myself left a capital ship in orbit around another empire's neutral planet for a week, and it was still there after. Its a crowded sector too. Orders given by you to the crew are completed when you aren't on, and ship can still be blown up. If no players are in the system, the system "freezes" where no updates happen until a player enters system again.
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PostSubject: Re: Tiel's Idea Thread!   Fri Aug 03, 2012 2:34 pm

Frankly, I think we need automated ground based defenses and a logoff system where your ship stays where it is and auto attacks for 60 seconds after, and then disappears.
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