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 Main FC World and server thoughts

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Do you agree with this
Yes
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 67% [ 6 ]
Suggestion!
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Nopes
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Total Votes : 9
 

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_Shadowcat_
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PostSubject: Main FC World and server thoughts   Sat Nov 03, 2012 1:15 am

So today I was thinking up how worlds might interact with eachother and how empires would be able to show they exist.
So why not have a main world thats basicly "The Capital" of the FC universe, Were you could go and post Diplomatic relations and such or to discuss with other diplomats, Or to just look for a place to live or a faction to join.

And I know what your thinking "But what about fighting and bla bla bla"
Simple, Turn PVP off, Load the place with automated defences that shoot anyone trying to attack, And make shipfighting in the capital a crime punishable by deletion of your ship and all of its contents (Which could be pretty bad if your in the air when your ship is erased)

And "Bla bla bla"
We could go murder the factions mod and just use it for teritory marking and member counting/

The empires would be ranked ofcourse (Bad ranks, Should improve)
They would be ranked by the number of people in said faction (That have been active within the past 2 weeks of whatever point in time it is)
Minor Faction 10+ Members
Major Faction 50+ Members
Small Empire 100+ Members
Empire 150+ Members

We could possibly have "Info Screens" That when there GUI is opend you could scroll through various lists of factions, Basicly: Top 100, Top 10 Richest Factions, Newest Factions, and soforth.

So in conclusion big wall o text and stuff.

NEXTS: FC servers and how they will work!
So we have this big problem of preventing lazy mods and creative spaming noobs, How to solve that? SIMPLES Rewrite the server file thing!
In logical terms:
Have an autoinstaller for the FC server, Select what to host it off of (Some host thing, Computer, Sheep, Etc) and then click start!
Congrats you now have a Multiplayer FC world to play on that acts just like a regular server! However it cannot connect to a universe.
If you wanted universe acess you would find a Universe host (There is bound to be more then one universe network) and request to join it, Basicly we would the throw some Dos or whatever at it to prove its "Worthiness" and once proven it would be accepted. Now this is where the real changes happen, Basicly by signing up to join a universe you give up pretty much all of your rights as server admin except the On/Off switch for the server. All other control would be given to the Universe Super Admin (Owner), He would then delegate all mod positions (Some sort of Application, Trial period, Then pass/fail), All Admin positions, and soforth. Basicly mods and admins have the ability to acess ANY world, Even if it hasnt developed a jumpgate yet.
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Grand Imperial Thunder
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 1:33 am

We would need a dedicated server, takes money.
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Emperor_Revan
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 2:23 am

your numbers on players are too high. most servers are lucky to have the amount of active players that you call an empire. Also, empire doesn't mean how many people it is, it means the type of government basicly
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 2:50 am

What's your goal here?

It'll be a cold day in hell before any suggestion in the Idea Center is confirmed by any of the devs that remain.
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 8:48 am

Tiel wrote:
What's your goal here?

It'll be a cold day in hell before any suggestion in the Idea Center is confirmed by any of the devs that remain.

My goal is to post an idea on how to solve possible FC problems for discussion or possible conformation in the distant future.
The idea of this topic is to solve how FC servers will work, And a possible idea on a diplomatic world for the FC universe.

Emperor_Revan wrote:
your numbers on players are too high. most servers are lucky to have the amount of active players that you call an empire. Also, empire doesn't mean how many people it is, it means the type of government basicly

Yeah Neutral And yes I know empire isnt how many people there are, But unless someone gives me a better term for it thats what it will stay at, And if this was to work I dont know of any other real way to prove that your empire/faction/cult thing is substantial enough to make a difrence and not a noob and his freind kina things.
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 10:51 am

Tiel wrote:

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.

My thoughts on the matter. I like the idea of a 'hub' to serve as neutral ground.

Also, I suggest looking at MineCrak's CURE thread, it has some really, really good ideas as far as server management is concerned.
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 11:10 am

actually, nothing should be determined by amount of active players at all. If it was, we would see less factions and most of us wouldn't have a faction at all
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 6:38 pm

Emperor_Revan wrote:
actually, nothing should be determined by amount of active players at all. If it was, we would see less factions and most of us wouldn't have a faction at all

But then how would we dictact what is a true "faction" and not just some failure that will probably be unmaintained and die within a few weeks?
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 6:59 pm


_Shadowcat_ wrote:
Yeah Neutral And yes I know empire isnt how many people there are, But unless someone gives me a better term for it thats what it will stay at, And if this was to work I dont know of any other real way to prove that your empire/faction/cult thing is substantial enough to make a difrence and not a noob and his freind kina things.

The strength of a fraction should be determined on it's military (how advance, and number of units, not players, but AI) and economy, and basically how much influence it has.


_Shadowcat_ wrote:
But then how would we dictact what is a true "faction" and not just some failure that will probably be unmaintained and die within a few weeks?

then they die
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 7:03 pm

This^
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PostSubject: Re: Main FC World and server thoughts   Sat Nov 03, 2012 7:42 pm

[quote="_Shadowcat_"]
Emperor_Revan wrote:
actually, nothing should be determined by amount of active players at all. If it was, we would see less factions and most of us wouldn't have a faction at all

But then how would we dictact what is a true "faction" and not just some failure that will probably be unmaintained and die within a few weeks?[/quote

first off, a faction could range from a large ship to a asteroid base to hundereds of planets, so i would say that every group is a faction, but a true faction would have a government, civilians, culture, and history. it would not matter the population of the empire, or how many ships or planets they had, they are still a faction

i would suggest a small faction classification system, instead of whatever is here
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PostSubject: Re: Main FC World and server thoughts   Mon Nov 05, 2012 2:09 pm

There are 2 basic Ideas that I can get out of it:
1.) Primary Server
It is basically a good Idea, as FC will need a central server anyway (for the planned centralised custom model hosting and stuff), which will need money (maybe from donations and ads which are put somewhere), but also hosting an actual gaming-server will require a lot more processing power, RAM and thus money which we won´t have if we want to use our earned money to prevent sub-servers from collapsing out of financial problems as well.
2.) Multiple Universes (only briefly mentioned)
Basically a good Idea. It will take some pressure from the "primary" universe and minimize the bad effects of a server going down. Also, it would allow for folks like the Yogscast (If they want to make FC-vids) to have their FC-servers apart from the rest of FC to be able to plan their "storyline" (In the case of Yogscast)
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