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Is this a good idea?
Yes
71%
 71% [ 12 ]
No
0%
 0% [ 0 ]
Parts of it (Please post)
18%
 18% [ 3 ]
I didn't read it because I have a short attention span
6%
 6% [ 1 ]
I didn't read it because I'm functionally illiterate
5%
 5% [ 1 ]
I didn't read it because I was laughing too hard at your poll questions
0%
 0% [ 0 ]
What's a ship?
0%
 0% [ 0 ]
Total Votes : 17
 

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PostSubject: Ship Names   Sat Aug 11, 2012 11:14 pm

Ships have to have names. That should be obvious to everyone. I would like to discuss exactly how they could be done, with examples.

1: The Basics
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2: Names vs. Numbers
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3: What's In A Name?
Spoiler:
 

That seems to be it. I had a lot more that I wanted to say, but I was thinking about all this on the airplane this morning and now I don't remember some of it. This is plenty for one post, though. Please, read it (it's not all that long) and then discuss.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 4:37 am

Prophet of Regret wrote:
Ships have to have names. That should be obvious to everyone. I would like to discuss exactly how they could be done, with examples.

1: The Basics
Spoiler:
 

2: Names vs. Numbers
Spoiler:
 

3: What's In A Name?
Spoiler:
 

That seems to be it. I had a lot more that I wanted to say, but I was thinking about all this on the airplane this morning and now I don't remember some of it. This is plenty for one post, though. Please, read it (it's not all that long) and then discuss.

I agree with LJS.
Only one thing: If people can use more than 4 letters as faction-sign, there needs to be an auto-stop so idiots can´t make their captains sail the universe with 4-letter-words in front of the shipname. (e.g. F**K Shitlord)
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 4:48 am

I agree with Ivan. Three letters are enough for most factions, like LJS or TII.
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 4:53 am

But thare´s only a small problem:
3 letters= 26^3=17,576 combinations.
Assuming that only 1/200 of the combinations are able to make any sense, we get 87 combinations, which is slightly low if we assume that FC will be a big mod one day...
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 6:31 am

I also mark the ship class with a letter. UT goes for faction name, then I classify the ship. Lets say UTCr Liberty is a United Terran Carrier Liberty ...
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 6:41 am

It's a good idea. I think ship naming should be implement in the ship-yard stage.

If someone imported the design of another person's ship, obviously the faction code would change, but should the name of the
ship?

I am also assuming that only the leader of a faction could set the faction code.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 7:04 am

I think the name and designation should remain as this ships was made by the specific faction. Changing the designation will make it look like the party who purchased it made it which is unfair in my opinion. Also it allows me to steal an enemy ship and perform an operation behind their lines without a bold UTN hovering above it Razz .
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 7:48 am

This is a good idea, sensible and practical.
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:23 am

One idea - while ships are numbered [e.g. 140036] You should be able to set a prefix for the number, factionwide. [e.g. SRN 140036].
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:36 am

Ivan2006 wrote:
Only one thing: If people can use more than 4 letters as faction-sign, there needs to be an auto-stop so idiots can´t make their captains sail the universe with 4-letter-words in front of the shipname. (e.g. F**K Shitlord)
I don't know. Minecraft intentionally does not have chat filters or the like. The problem is determining what's a legitimate ship name and what isn't. Obviously LJS Kiss My Ass would be out, because the filter would catch 'ass'. But what about LJS Guild of Assassins? Would the filter stop that, too? Maybe not, because 'ass' is part of a longer word. But then you could have LJS Kiss My Asss, which would go through. I think it's easier just to not bother. If someone wants to troll, they will, and they'll get blown up by someone who disapproves and has the firepower to make it stick.

Ivan2006 wrote:
But thare´s only a small problem:
3 letters= 26^3=17,576 combinations.
Assuming that only 1/200 of the combinations are able to make any sense, we get 87 combinations, which is slightly low if we assume that FC will be a big mod one day...
This was why I thought that there could be more than three letters, and also why I thought it would be a bad idea for the codes to be unique. I talked about that in Part 3.

The Doctor wrote:
It's a good idea. I think ship naming should be implement in the ship-yard stage.

If someone imported the design of another person's ship, obviously the faction code would change, but should the name of the
ship?

I am also assuming that only the leader of a faction could set the faction code.
AH! Thank you. I've remembered what else I wanted to say.

First: Italics
I usually put the name of the ship in italics (USS Arizona, HMS Argus, LJS Laughing Death), while the letters before it are not. We should be able to do that if we want to.

Second: Ship Name vs. Ship Class
So, LJS Desolation might be a Taris-class light cruiser. LJS Desolation is the ship name, and Taris-class or Taris-class light cruiser is the ship class. A ship name is assigned to a specific ship when it is built in a shipyard. A ship class refers to all the ships in the galaxy that are like that one (That should be fairly obvious). So you set the class name when you design a new kind of ship for your shipyard. So when you import someone else's design, you set the name of the ship, like always, but the class name remains the same. It's a Taris-class light cruiser no matter who owns it. But you don't have to sent a class name if you don't want to. The Banhammer doesn't have to be a Banhammer-class dreadnaught.

And yes. Only the leader could set the code.

Commander Error wrote:
One idea - while ships are numbered [e.g. 140036] You should be able to set a prefix for the number, factionwide. [e.g. SRN 140036].
That seems easy enough. It would be the same code that goes in front of ship names. The only problem I can think of is that if the ship was captured by another faction, the number would stay the same. That might not be a bad thing anyway, though, as it lets you see where the ship originally came from.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:42 am

I believe after the faction's three letters there should be a lowercase letter that designates the ship class. Just one. Like f for frigate, c for cruiser, v for corvette, d for destroyer, b for battleship, a for assault ship, r for carrier, d for dreadnaught, s for super dreadnaught, etc.

The designations, the GTA Warmonger or whatever, would be stenciled on the side of the ship. IFF statuses determine if it is friendly. The serial number is inside the computer banks on the ship. If you capture a ship, you could take it to your own shipyard and have it replace the designation and officially license it as one of your ships, setting it's IFF status on enemies to hostile. It would also override the current serial code and add a new one. In addition, the computers always remember who the ship was built by. Maybe on their loading screens it would show the current designation, affliation, and manufacturer. This information would also be accessable from the computers for information purposes, and be undeletable.

The entire renaming thing would be optional, of course. Your ships would know you control it and set it's IFF status to empire, unless special operations required otherwise.
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:50 am

Fenway wrote:
I believe after the faction's three letters there should be a lowercase letter that designates the ship class. Just one. Like f for frigate, c for cruiser, v for corvette, d for destroyer, b for battleship, a for assault ship, r for carrier, d for dreadnaught, s for super dreadnaught, etc.

The designations, the GTA Warmonger or whatever, would be stenciled on the side of the ship. IFF statuses determine if it is friendly. The serial number is inside the computer banks on the ship. If you capture a ship, you could take it to your own shipyard and have it replace the designation and officially license it as one of your ships, setting it's IFF status on enemies to hostile. It would also override the current serial code and add a new one. In addition, the computers always remember who the ship was built by. Maybe on their loading screens it would show the current designation, affliation, and manufacturer. This information would also be accessable from the computers for information purposes, and be undeletable.

The entire renaming thing would be optional, of course. Your ships would know you control it and set it's IFF status to empire, unless special operations required otherwise.
All this is good, but it should be optional. Iv uses a very similar system for the first part, and he should be able to, but I don't want to do that. Same with the names. Many ship designs don't have a good place for a name, and more importantly (for me at least), ships in Star Wars don't usually do that.

The shipyards and stuff is a good idea, too. That makes things like undercover operations possible, by just not changing the ship. But when you say it will override the current serial code, do you meant the faction code or the ship's serial number? The faction code would change, but the serial number shouldn't.

Also, a small refinement there: The serial number should be attached to a particular core, not the blocks of the ship. That way when the ship is repainted or something, even mostly destroyed and then rebuilt, as long as the core is the same it's the same ship. That makes the most sense anyway, and it means that things like maintenance won't interfere with the name/number stuff. However, if the ship is substantially changed, it should stop registering as the ship class that it was before.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 3:24 pm

200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.

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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.


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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: Ship Names   Sun Aug 12, 2012 3:51 pm

Keon wrote:
200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.
Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 4:14 pm

Prophet of Regret wrote:

Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

" Sir we have an incoming ship on our sensors, designation LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold "

" S*** son This thing must be terrifying , power up jump engines and get us outta here ! "
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 8:37 pm

Prophet of Regret wrote:
Keon wrote:
200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.
Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

Exactly! You can't name a ship that! Maybe 50 characters. That's

abcdefghijklmnopqrstuvwxyabcdefghijklmnopqrstuvwxy.

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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.


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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: Ship Names   Sun Aug 12, 2012 9:29 pm

Keon wrote:
Prophet of Regret wrote:
Keon wrote:
200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.
Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

Exactly! You can't name a ship that! Maybe 50 characters. That's

abcdefghijklmnopqrstuvwxyabcdefghijklmnopqrstuvwxy.
Why not?

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 10:34 pm

Prophet of Regret wrote:
Keon wrote:
Prophet of Regret wrote:
Keon wrote:
200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.
Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

Exactly! You can't name a ship that! Maybe 50 characters. That's

abcdefghijklmnopqrstuvwxyabcdefghijklmnopqrstuvwxy.
Why not?

Because you can't name a ship something 200 characters.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst won't fit on a minecraft screed HUD.

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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: Ship Names   Sun Aug 12, 2012 10:57 pm

Keon wrote:
Prophet of Regret wrote:
Keon wrote:
Prophet of Regret wrote:
Keon wrote:
200 characters???

abcdefghijklmnopqrstuvwxyz is 26, right?

abcdefghijklmnopqrst is 20.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst is 200.

You want a ship name that long?

I think ships names should be able to be reported, as well as players.
Sure, why not? LJS Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away, ere break of day, To seek the pale enchanted gold is over 130.

Exactly! You can't name a ship that! Maybe 50 characters. That's

abcdefghijklmnopqrstuvwxyabcdefghijklmnopqrstuvwxy.
Why not?

Because you can't name a ship something 200 characters.

abcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrstabcdefghijklmnopqrst won't fit on a minecraft screed HUD.
So make it go into multiple lines.

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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:10 pm

This is a good Idea, but faction names should only be 10 letters and ship 15.
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PostSubject: Re: Ship Names   Sun Aug 12, 2012 11:40 pm

blockman42 wrote:
This is a good Idea, but faction names should only be 10 letters and ship 15.
No. Absolutely not. I think 50 is too short. 15 characters is nothing. LJS Battle of Yonkers, a perfectly reasonable ship name, is longer than that. Remember, the goal is just to stop people from setting entire books as ship names or some such. It should be long enough that you won't have to worry about the limit unless you're trying to get to it.

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PostSubject: Re: Ship Names   Mon Aug 13, 2012 2:44 am

Prophet of Regret wrote:
Ivan2006 wrote:
Only one thing: If people can use more than 4 letters as faction-sign, there needs to be an auto-stop so idiots can´t make their captains sail the universe with 4-letter-words in front of the shipname. (e.g. F**K Shitlord)
I don't know. Minecraft intentionally does not have chat filters or the like. The problem is determining what's a legitimate ship name and what isn't. Obviously LJS Kiss My Ass would be out, because the filter would catch 'ass'. But what about LJS Guild of Assassins? Would the filter stop that, too? Maybe not, because 'ass' is part of a longer word. But then you could have LJS Kiss My Asss, which would go through. I think it's easier just to not bother. If someone wants to troll, they will, and they'll get blown up by someone who disapproves and has the firepower to make it stick.

I think Kiss My Ass is a perfectly fine ship name. As long as it's not REALLY offensive, I think it should be allowed.

Also, ship classes. Not frigate, destroyer, cruiser, etc; but like a Nimitz-class carrier. A person should be able to name each ship, even if it was a copy of another one. The class could be displayed below the name. For example: Prototype is "TSRFM-b-Inductor" copy would be "TSRFM-b-Carnifex" (below that: "(Inductor Class)")

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PostSubject: Re: Ship Names   Mon Aug 13, 2012 2:52 am

I have a nice way to solve it - why not both ? For example the UTD Hyperion is basically the name of the ship production line. It may have a Atreus Hyperion-class destroyer . This way you won't have to name each individual ship but instead each model. Want to give each ship a name ? Go ahead ! Don't want to ? Give it a number or stuff.
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PostSubject: Re: Ship Names   Mon Aug 13, 2012 7:17 am

Iv121 wrote:
I have a nice way to solve it - why not both ? For example the UTD Hyperion is basically the name of the ship production line. It may have a Atreus Hyperion-class destroyer . This way you won't have to name each individual ship but instead each model. Want to give each ship a name ? Go ahead ! Don't want to ? Give it a number or stuff.

Genius.

Case closed.

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PostSubject: Re: Ship Names   Mon Aug 13, 2012 9:26 am

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