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 Orbital Defenses Tracking system

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Richard_cypher
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PostSubject: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 4:48 pm

Let me start off with this. In today's society everything has some sort of identification number. Cars have license plates and serial numbers, people have social security numbers, bullets have serial numbers in some places (i think), every item in stores have bar codes. That way you can keep track of items and identify things much easier. Blah blah blah you get the picture.

possible difficulty with the mod.
So you put guns and turrets in space to guard your assets. How are they going to determine who to shoot at? There is no way (that i know of) to identify friend or foe other then have someone at the guns 24/7. And that's not going to happen.

solution,
When ever someone builds a ship at a ship yard, or they have to apply for it somewhere, and they are issued a block with an ID number They place this block on their ship (unless it's already placed in the blueprints) and can activate it (with redstone or right clicking, how they do it doesn't matter) to broadcast their ID number.

Orbital defenses can give the ship a warning to broadcast their ID. If they don't (because they don't have one or don't want to be Identified) the guns open fire.

When a ship broadcasts their ID the Defense network will cross reference it with a data base of allowed SNs (serial numbers) and blocked SNs and take the proper action. A possible upgrade could be to scan the names of those on board as well. thus making smuggling spies onto the planet harder.

another upgrade could be that after X amount of time has passed the captain has to personally reactivate his SN at a station to prevent possible theft.

You guys have probably thought about this. a sensor can scan for weapons, shields or other stuff and prompt him to deactivate/power down them accordingly before proceeding. Failure to comply will result in destruction of the ship.

Q and A,
So how will the block actually broadcast?
It can function like a sign. It will hold the SN (not making it visible though) and when powered can broadcast it a certain distance. Example, in MineColony the workers reacted to signs and walked along a path that was plotted with them. They were obviously able to "read" the signs at a distance (or walked blindly in a direction till they hit another sign, I'm not sure). this will obviously take some creativity on the moders part.

How will the SN be read?
I think there could be a sensor that is placed ahead of the orbital defenses. when a ship gets close it prompts them to broadcast their SN. The SN is cross referenced with a database and then relays to the guns the proper order. Shoot or allow passage.

How is the SN cross referenced?
there is a terminal, ether on the sensor or placed somewhere else (ground, space, what ever is possible) the proper SNs are entered into the terminal and stored like a written book. but can still be edited after being prompted for a password.

What if a ships SN gets stolen?
Protect your ships better, or block your SN when the ship is destroyed/captured.


Other Idea about this:
scrap the SN idea, the sensor asks the captain to stop his ship and asks a ranking official if he can pass. if he is allowed the guns wont target him.

or you need a password to deactivate the security.



Okay, that's all i got on this. let me know what you guys think, or if this feature is already planned in someway shape or form and I'm just blind and didn't see it.
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Grand Imperial Thunder
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 5:00 pm

Actually with IFF(Friend foe identification system type deal) tech you can so... just use IFF tags and auto turrets.
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 5:06 pm

I'd rather have ships register with their factions and be judged as friend or foe based on that. Much more simple.
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Richard_cypher
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 6:40 pm

Tunnelthunder wrote:
Actually with IFF(Friend foe identification system type deal) tech you can so... just use IFF tags and auto turrets.

So they have already planed a identification friend or foe system? can you give me a link to where it's talked about? I'd love to read how it works.

Tiel wrote:
I'd rather have ships register with their factions and be judged as friend or foe based on that. Much more simple.

But not everyone will be part of a faction. The defenses would need to be used against unmarked military vessels like pirates. how would you be able to tell who is in command of the ship without some sort of scan of the ship?
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 7:04 pm

Richard_cypher wrote:
Tunnelthunder wrote:
Actually with IFF(Friend foe identification system type deal) tech you can so... just use IFF tags and auto turrets.

So they have already planed a identification friend or foe system? can you give me a link to where it's talked about? I'd love to read how it works.

Tiel wrote:
I'd rather have ships register with their factions and be judged as friend or foe based on that. Much more simple.

But not everyone will be part of a faction. The defenses would need to be used against unmarked military vessels like pirates. how would you be able to tell who is in command of the ship without some sort of scan of the ship?

A factionless ship would be a dead ship. Striking it alone would be risky, having defenses not being capable of target-specific calibration would only increase the hardcore-ness of doing so.

Essentially I'm thinking factions would have to go and ally with the one with ze big gunz, which would fire on anything else. Space debris, pirates, you name it, all would die except for those that align themselves with the faction. True, independant traders would be all but nonexistent, but they'd probably make arrangements with the faction before entering their space.
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Richard_cypher
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 7:47 pm

Tiel wrote:

A factionless ship would be a dead ship. Striking it alone would be risky, having defenses not being capable of target-specific calibration would only increase the hardcore-ness of doing so.

Essentially I'm thinking factions would have to go and ally with the one with ze big gunz, which would fire on anything else. Space debris, pirates, you name it, all would die except for those that align themselves with the faction. True, independant traders would be all but nonexistent, but they'd probably make arrangements with the faction before entering their space.

Being able to mark entire factions as targets for your guns is definitely a good thing. But what if you don't want to target the entire faction. What if they have one guy that is terrorizing your territory and several guys who are trading rare materials with you and earning you lots of money? The ability to mark one person or ship as an enemy would be a very good thing.
If you are forced to mark everyone that isn't part of your empire as an enemy, trade would come to a sudden stop. Space would be much more empty then it could be.
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ACH0225
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 7:58 pm

You tell the traders and they get the guy kicked from the faction.
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:04 pm

Richard_cypher wrote:
Tiel wrote:

A factionless ship would be a dead ship. Striking it alone would be risky, having defenses not being capable of target-specific calibration would only increase the hardcore-ness of doing so.

Essentially I'm thinking factions would have to go and ally with the one with ze big gunz, which would fire on anything else. Space debris, pirates, you name it, all would die except for those that align themselves with the faction. True, independant traders would be all but nonexistent, but they'd probably make arrangements with the faction before entering their space.

Being able to mark entire factions as targets for your guns is definitely a good thing. But what if you don't want to target the entire faction. What if they have one guy that is terrorizing your territory and several guys who are trading rare materials with you and earning you lots of money? The ability to mark one person or ship as an enemy would be a very good thing.
If you are forced to mark everyone that isn't part of your empire as an enemy, trade would come to a sudden stop. Space would be much more empty then it could be.

Generally factions should be able to keep a handle on their members, but just in case, there could be five states of relation between factions:

Ally
Friendly
Neutral
Disdainful
Enemy

Ally would be, well, an ally, an official tie between two factions.

Friendly is a state that both factions would agree to in which members can freely pass each others borders without any harm.

Neutral are factions that have not considered a stance toward the other. They would be opened fire upon once getting within a certain proximity of defenses.

Disdainful gives attackers a slight bonus to damage as they've made their intentions clear.

Enemy grants an even greater attack bonus as the faction has formally declared their negative stance towards the other.

In this way we can have traders that aren't allies, and invaders that aren't necessarily opponents.
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Richard_cypher
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:07 pm

ACH0225 wrote:
You tell the traders and they get the guy kicked from the faction.

You don't have an alliance with them, why should they care? what if it's one of their top military officials? they might decide to go to war instead of reprimanding their experienced military men.

The point is, blocking trade to your territory to this extreme is counter productive there needs to be a way to secure your territory without turning it into a ghost town. I would want people to enter my cities with their ships. I just want a way to block the people who would be a threat without blocking people who aren't.

Tiel wrote:


Generally factions should be able to keep a handle on their members, but just in case, there could be five states of relation between factions:

Ally
Friendly
Neutral
Disdainful
Enemy

Ally would be, well, an ally, an official tie between two factions.

Friendly is a state that both factions would agree to in which members can freely pass each others borders without any harm.

Neutral are factions that have not considered a stance toward the other. They would be opened fire upon once getting within a certain proximity of defenses.

Disdainful gives attackers a slight bonus to damage as they've made their intentions clear.

Enemy grants an even greater attack bonus as the faction has formally declared their negative stance towards the other.

In this way we can have traders that aren't allies, and invaders that aren't necessarily opponents.

Something like this would be better, it gives you more options to choose from. But this still implies that the people care enough to take action with their own group. I would still feel like I'm excluding people who aren't allied with an alliance (who i think will still be plenty.)

JEDIT: Unbalanced parenthesis are sins.


Last edited by Richard_cypher on Tue Aug 21, 2012 8:13 pm; edited 1 time in total
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ACH0225
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:12 pm

If the rest is trading, the attacker would be an outlier, meaning easy kick. If the few of them are trading, then they can leave and join you.
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Richard_cypher
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:17 pm

ACH0225 wrote:
If the rest is trading, the attacker would be an outlier, meaning easy kick. If the few of them are trading, then they can leave and join you.

this hypothetical event isn't the point. Anything can happen any way, there are an infinite possibilities to this scenario that proves ether one of us right.

My point is if i was in a government position i would feel like i'm excluding a large part of trade without being able to allow independents or allowing traders from a neutral alliance though while keeping out the military of the same alliance.
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:24 pm

The thing is, if you do this on a per-ship basis it's going to be a massive headache for faction administrators to authorize every single one of them.

I do like the concept of the IFF block, though. Perhaps it could operate with the 5-relationship system where captains of ships update their IFF with established enemy ships and beam them back to their base, where his faction's starships can then update their own IFF blocks with the new target information. In this manner it might even be possible for opposing empires to stage a sneak raid by sending false updates to a patrol group's IFFs!
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeTue Aug 21, 2012 8:32 pm

Tiel wrote:
The thing is, if you do this on a per-ship basis it's going to be a massive headache for faction administrators to authorize every single one of them.

I do like the concept of the IFF block, though. Perhaps it could operate with the 5-relationship system where captains of ships update their IFF with established enemy ships and beam them back to their base, where his faction's starships can then update their own IFF blocks with the new target information. In this manner it might even be possible for opposing empires to stage a sneak raid by sending false updates to a patrol group's IFFs!

That was one thing i know my idea was lacking, a simple way to update the info. Marking a faction ship by ship would be a pain. I liked your idea of being able to mark factions on a scale. simple and to the point. I just wish and hope that there are some more choices that could be made per ship or captain.
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ACH0225
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeWed Aug 22, 2012 1:40 am

A faction has to be together and united in its cause. A captain making a dumb decision could ruin the faction forever. The solution? Make it so only higher command people can make decisions.
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PostSubject: Re: Orbital Defenses Tracking system   Orbital Defenses Tracking system Icon_minitimeWed Aug 22, 2012 11:40 am

I'm actually fully in favor of free traders.

My first order of business will be creating a huge trade/warship and sailing the serverse, trading cheap goods at ludicrous prices to backwards server-dwellers who don't know they've been screwed.

Thus I see a faction and individual IFF system being implemented, if I can manage it. It shouldn't be terribly difficult.
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