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Tiel+
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PostSubject: Player Species   Tue Sep 04, 2012 11:10 pm

Human
Equestrian
Avian
Fauna

For the sake of this thread, just the top four. Now, I am actually a telepath. I can see what you're thinking right now...confusion, anger...gas. Most likely you're thinking "Tiel, WTF are you sayin here brah? Races are dumb and serve no purpose homedawg!" Or, if you're hyper and have limited logic capacity, you're thinking "No."

Well, ladies, gentlemen, Fenway...

I am here to tell you why races are cool and should be added!

Now, picture this. Futurecraft is released...and all there are is a few humans here and there...nothing here, nothing there...just boring old humans. NOW, PICTURE IT WITH PLAYER SPECIES!

Suddenly we have unicorns trotting about the place, 2 foot tall birds mingling with throngs of humans, A WALKING PLANT NAMED ROBERT PREACHING THE WORD OF KHA`LA!

Clearly, player species could only add to the game by providing diversity to a community that has suffered a plain, boring human model for TOO LONG! Now, right now you're still thinking "No.", probably because your name is hyperlite and you live in your mother's basement. But, here's how it would be implemented.

Upon a server owner initiating their instance of the Futurecraft server software, or rather, before it, they'd configure some form of server.properties which would have a line for what race you want all players 'born' in your server to be.

So, let's say I just made me a Futurecraft server, YEEHAAAW! Now, since I modified the config to reflect it, any player IDs NEW to Futurecraft would become a FAUNA upon spawning in my server. This would remain with them until death, at which point they could join another server should they so wish and spawn as the race the owner of that one set up in his config. Or, of course, they could just rejoin their server and become that race again.

Worth noting is that once you spawn anew in another server, you cut any ties you had with factions in your old one. You can try to apply for membership with your old faction after going to another server, but you'd have to travel to their location to sign up again.

Thoughts?
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fr0stbyte124
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PostSubject: Re: Player Species   Tue Sep 04, 2012 11:19 pm

Sounds sort of like the premise to Well World (google it), which I once discussed with Minecrack. It seems like it would be an interesting mod in its own right, but probably outside the scope of Futurecraft.
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PostSubject: Re: Player Species   Tue Sep 04, 2012 11:22 pm

Clarification required.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 2:58 am

Sounds like cool3303's idea greatly improved, but the idea itself is greatly flawed.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:20 am

You say it is "greatly flawed" and "outside the scope of futurecraft", but you don't provide reasons as to why or how. It would be an aesthetic, nothing more, simply to increase diversity in players. Everyone's stats would be the same.

I don't see how this would be too difficult to implement...
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ACH0225
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:23 am

Different models, it just is one more thing the DEVs have to add to an increasing list of stuff we want.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:25 am

Everyone would want their own.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:27 am

Models can be made in less than three hours, hell, even I could make them in Techne and I don't know a lick of Java.

@cats: Those four seem to compose every stated race on this forum.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:57 am

ACH0225 wrote:
Different models, it just is one more thing the DEVs have to add to an increasing list of stuff we want.

tweaking stats and applying new skin is fairly easy programming wise and won't take a lot of time. Making all of the new textures on the other side may take a little longer ...
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PostSubject: Re: Player Species   Wed Sep 05, 2012 9:34 am

I'll inject my opinion on the matter since I'm coming from an outside point of view.

What Frost means by "outside the scope" is that it is outside the initial and current design plans of the mod. He wasn't saying it was a "bad" idea or that it was something to never look at. Just that at this point, it is outside the scope of the current design progress with the mod.

Does that clear up what he meant? I don't believe he was trying to be vague but from what I've read through the forums, ideas about this sort of thing are nothing particularly new.

As for being greatly flawed as Ach0 stated, I do not know what would be involved with changing players stats based on what "species" the player is. I suspect, as lv stated, that its not a complicated matter programming wise, I do however agree with Frost on the scope as of now. I'm much more interested in getting a working "version 1" of the mod out than working on little features that won't make this mod unique.

Since I'm new to the development team, I get the impression that this mod has a ton of great ideas about what it should be, however, what it will become will be entirely dependent on what works with the games engine.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 10:07 am

eazymc wrote:
I'll inject my opinion on the matter since I'm coming from an outside point of view.

What Frost means by "outside the scope" is that it is outside the initial and current design plans of the mod. He wasn't saying it was a "bad" idea or that it was something to never look at. Just that at this point, it is outside the scope of the current design progress with the mod.

Does that clear up what he meant? I don't believe he was trying to be vague but from what I've read through the forums, ideas about this sort of thing are nothing particularly new.

As for being greatly flawed as Ach0 stated, I do not know what would be involved with changing players stats based on what "species" the player is. I suspect, as lv stated, that its not a complicated matter programming wise, I do however agree with Frost on the scope as of now. I'm much more interested in getting a working "version 1" of the mod out than working on little features that won't make this mod unique.

Since I'm new to the development team, I get the impression that this mod has a ton of great ideas about what it should be, however, what it will become will be entirely dependent on what works with the games engine.

I know that the number one priority is getting the mod to some state of playability, but right now the only thing we followers can do is offer our thoughts on the small stuff.

I've no right to say this, but admittedly it makes more sense if the devs would start creating their respective projects and then adapt them to fr0st's edited engine once he's finished. This lull in development should be a blessing for content creation and ironing out the various details of the mod, so everything will be set for Futurecraft V.0001, but it doesn't appear to be being utilized as such.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 10:54 am

The Mine Little Pony (Is that the one that just turns everybody into poniz but you can still play vanilla MC even on a server?) would be great for this. Look at it's code.

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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: Player Species   Wed Sep 05, 2012 11:20 am

I think that all players should be human, and all NPCs should be clones that all use Steve's model and face.

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PostSubject: Re: Player Species   Wed Sep 05, 2012 11:32 am

Trolling is considered a bannable offense on these forums, Jedi.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 12:01 pm

MISLEADING BIRD wrote:
Trolling is considered a bannable offense on these forums, Jedi.
He was trolling? Shocked

...

yeah, propably.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 12:41 pm

Surp. Grm. Ivan Kintobor wrote:
MISLEADING BIRD wrote:
Trolling is considered a bannable offense on these forums, Jedi.
He was trolling? Shocked

...

yeah, propably.
No. I was not. I am dead serious. All players should be human; all NPCs should be clones.

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PostSubject: Re: Player Species   Wed Sep 05, 2012 12:53 pm

Jek Porkins wrote:
Surp. Grm. Ivan Kintobor wrote:
MISLEADING BIRD wrote:
Trolling is considered a bannable offense on these forums, Jedi.
He was trolling? Shocked

...

yeah, propably.
No. I was not. I am dead serious. All players should be human; all NPCs should be clones.
Please add reason.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 4:52 pm

Surp. Grm. Ivan Kintobor wrote:
Jek Porkins wrote:
Surp. Grm. Ivan Kintobor wrote:
MISLEADING BIRD wrote:
Trolling is considered a bannable offense on these forums, Jedi.
He was trolling? Shocked

...

yeah, propably.
No. I was not. I am dead serious. All players should be human; all NPCs should be clones.
Please add reason.
It's much neater that way.

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PostSubject: Re: Player Species   Wed Sep 05, 2012 5:09 pm

I'm surprised to hear Last Jedi Standing of all people advocating a human-only universe.
Empire sympathizer.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 5:14 pm

fr0stbyte124 wrote:
I'm surprised to hear Last_Jedi_Standing of all people advocating a human-only universe.
Empire sympathizer.
Got it in one. The New Order is the only way to go. Humanocentrism will win this war.

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PostSubject: Re: Player Species   Wed Sep 05, 2012 5:39 pm

MISLEADING BIRD wrote:


I know that the number one priority is getting the mod to some state of playability, but right now the only thing we followers can do is offer our thoughts on the small stuff.

I've no right to say this, but admittedly it makes more sense if the devs would start creating their respective projects and then adapt them to fr0st's edited engine once he's finished. This lull in development should be a blessing for content creation and ironing out the various details of the mod, so everything will be set for Futurecraft V.0001, but it doesn't appear to be being utilized as such.

Aye. When the small things are at least partially completed, then they could be released as little milestones that lead up to the pre-prerelease of
alpha FC. Perhaps a builder's pack to work with that contains some new blocks. Then a machine pack that has some FC machinery and a sample of the weapons, and a gunnery pack that has more infantry weapons and a few ship guns and defense turrets. I would be very exited to see any progress with the mod, no matter how small.
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PostSubject: Re: Player Species   Wed Sep 05, 2012 6:42 pm

Arrrrr, land ho!!!!
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PostSubject: Re: Player Species   Sun Sep 09, 2012 3:13 pm

hyperlite wrote:
Arrrrr, land ho!!!!
Um.... what?
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PostSubject: Re: Player Species   Sun Sep 09, 2012 3:17 pm

Dux Tell31 wrote:
hyperlite wrote:
Arrrrr, land ho!!!!
Um.... what?

Propably his entry for the most random post of the day contest.
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PostSubject: Re: Player Species   Sun Sep 09, 2012 3:32 pm

Surp. Grm. Ivan Kintobor wrote:
Dux Tell31 wrote:
hyperlite wrote:
Arrrrr, land ho!!!!
Um.... what?

Propably his entry for the most random post of the day contest.
I just thought he was his normal butt pirate self.
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