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 Planet-side transport

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The Schmetterling
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PostSubject: Re: Planet-side transport   Mon Jan 02, 2012 6:48 am

ectrimble20 wrote:
Shiva wrote:
Screw Marauders, code yourself a nice set of Mark VIII powered armor for your space marine.

Well I sort of intended to go down that line. I'm pretty sure people will be cool with what I release once I get back to items/armor/weapons. Speaking of which, I need to get in touch with Doc so he can give me a list of Ore's, Ingots, items, weapons blah blah, that we're going to need added in.

I'm far enough along with the server monitor that I can afford to take a little break from it.

FrostByte wrote:
I would like to see a high-speed rail line. Something more subway than minecart.

Hummm, I wonder... I'm not sure if it would be easier to simply modify whats there, or make new ones entirely, but I could see eventually adding a monorail style track, and I think that would be cool with some new wiring techniques for making automated/timed transportation systems. Thought will need to go into that one.

You said you needed to contact me? Well, I have the updated OP, but note that I am still working heavily on it.


Now, welcome to Futurecraft...

I apologise if some of my formatting is not quite right: I imported the topic into Word to fix up spelling and grammar mistakes. Didn't go so well...

We now have a forum!
Futurecraft forums


Introduction to the team, read if you are interested in helping.
Spoiler



Anyway, to business:
Greetings to all you Earthlings out there! I have thought up an idea for a mod which, if executed properly, will possibly be the greatest (but hopefully not the hardest [too late, it is]) mod ever. If it is successful enough Jeb (sad not saying Notch anymore) might even add the main idea (the interserver travel, and the possibility of trade and war) of this mod to Minecraft.
By know you are (hopefully) wondering what could possibly be so good and not falling asleep or closing the page (or complaining about how many brackets I’m using, which really destroys one’s train of thought). So I shall tell you:
This mod has three main (more like 10) parts to it:

Inter-server travel

Firstly, this mod will add a way to travel between servers, while still keeping your inventory. It would also allow other entities (including spaceships) to travel, allowing for trade, alliances, colonies, and wars. I thought one day, long past, that if you can keep your skin and player ID between different locations, why not your inventory?

A passionate speech by yours truly:


Those who say that this is a bad idea are wrong. I believe in what Notch said “that the future of Minecraft is in multiplayer”, and what better way to do this than to be able to have better communication between worlds? This way we can work together to build a better world, a world that we can share, and if so desired, a world that we can conquer. This important part of the idea isn't the inventory being able to be taken between worlds but entities. What inspired me to write this was the thought of flying through a wormhole, appearing on an unsuspecting world with a massive fleet in tow and levelling their cities, buildings and towns to the ground? (Things like the ability to have wars would be configurable to avoid people quitting servers and flaming at the makers of this mod. They can't blame us if they know that war could happen at any time.)
Now, we plan to have three main ways to travel between servers: through Stargates, Jump-gates (or Supergates) and through FTL travel. To explain:
Stargates
These will be crafted, using a fair amount of resources. You will need a D.H.D to activate it. The D.H.D will also be crafted. To travel through a Stargate, you will right click on the D.H.D, which will open a GUI. This GUI will have a list of all Futurecraft servers, plus their gate addresses. The gate address will be a series of 7 symbols which will correspond to a particular IP address. It stands to reason then, that each IP will have an individual gate address, which will be calculated from the address as needed, not programmed into the mod itself. If anyone is worried about the number of IP addresses being greater than that of the Stargate addresses, don’t worry, there are 56,336,822,780 different gate addresses, compared to 4,294,967,296 different IP addresses (you can see why we don’t want to have to code in that many gate addresses, especially seeing as only a fraction of these will be eligible servers.
Stargates will be large enough for people and fighters to pass through (maybe also car type transport, and jets). Only one Stargate per system is allowed (I.E. world).
Jump-gates/Supergates
This will be crafted in sections. You will need 90 of these sections to fully complete the gate. When each section is crafted, it will automatically be placed in the world (too big to logically fit in your inventory), and shoot off into space. When in space, it will position itself directly above the spawn point of the server, several kilometres above the lower end of space. When all 90 are in place, you will need to power it. To power it, you will need to place a ZPM in any of the sections. Simply take a space suit, jump onto one of the segments with a ZPM in hand, open the inventory of the segment, and place the ZPM in. Once this is done, you are free to activate the gate using a spaceship. Just fly neat the gate, and a button will pop up in the control chair’s GUI, asking if you would like to activate the gate. Once active, the gate will remain open for 1 minute, so make sure to have all ships in position.
FTL travel

There will be various FTL engines that can be installed on ships. Using the control chair on your ship, or a computer interface, you will be able to open a GUI (from the main menu of ship features) that has a map of all Minecraft servers (with Futurecraft), similar to the galactic map on Spore (for those who play it). You will be able to travel to all servers within a distance, a distance that depends on the type of hyperdrive engine. The travel speed will be dependent on the distance of the servers, and the type of hyperdrive engine. For two servers close to each other, with an advanced hyperdrive, the flight would be near-instantaneous. But for longer distances, from one side of the “galaxy” to the other, even with an advanced hyperdrive, the journey would take hours, if not days, real-time. I will spare the technicalities of how it will work, because my way may not be the best way, and I will let the modders do their work.

Spaceships

secondly are spaceships. Not just little fighters that zip around and fire lasers, but massive assault ships that carry ground forces, cargo ships that freight goods, cruise ships that act as general vessels, and of course mother ships: massive huge, making weird science-fiction noises. Only the smallest two vessels, the escape pod and fighter can be crafted (though with difficulty), and the other ships will have to be built using blocks, and then turned from blocks to a controllable entity by using a (craft-able) spaceship core. The cores differ depending on what craft you wish to make, with cores for larger ships being harder to make, and there being one type of core for each vessel. Placing a core would cause all connected blocks to become part of the spaceship, excluding several kinds of blocks; including dirt, sand, stone and other non-space things (these blocks can be carried on a ship if surrounded by other kinds of blocks ( leaving room for green spaces in vessels). The different kinds of cores each support a different range of blocks (in the number they can support). Once spaceships have a core in them, they can be controlled and flown ( by use of a craft-able control chair, while sitting on that chair, your view becomes 3rd person, of the whole ship, and your usual controls instead become the ships controls (with extra controls for new features of the ship).
The sub-light speeds are dependent on the type of ship, not the type of engine. Instead, the advantages of higher level sub-light engines are that they can support more blocks, use less power, and some come with a built-in hyper-drive.
The different kinds of ships are as follows (there is a lot of information here):

Escape pod

Craft-able and can't fly on its own. When powered by Redstone, it will fly straight down and land on the ground (will avoid water and lava, as well as high cliffs). If it is jettisoned in space (explained later), it will fly to the nearest server and spawn at a random at the top of the world. They are only 1 by two blocks and have 20 vehicle health (explained later), and have no weapons.

Fighter

Craft-able (possibly using the plane crafting bench from Flan's mod), has two laser guns that disintegrate mobs and blocks (10 points of normal damage, 5 points of vehicle health, fires at about 3 shots a second). It uses 10 energy points per second, can be fuelled by batteries. It can't travel through hyperspace, and only holds one person. It has 100 vehicle health points.

Drop ship (landing craft)

a small ship that must first be built and then have a core installed a core to fly. It can support up to 10 points of turrets, no shield, (explained later) and can be up to 500 blocks big (as a box around the craft). When built, it must contain a tank or other vehicle (explained later). It moves slowly and is only designed for small recon missions and not for heavy duty fighting. 100 vehicle health points, 20 energy units per second, can be fuelled by everything except a ZPM and a large nuclear reactor. It cannot support a hyperdrive.

Frigate

A light warship that is easy to make. It is the primary affordable fighting tool in any fleet, and is often carried on larger vessels until needed. 20 points for turrets, can support up to 500 shield health (like vehicle health, only replenishes over time), 200 vehicle health, can support a light hyper drive. It takes all power types except ZPMs and large nuclear reactors. 500-1 000 blocks 3.

Diplomatic ships

This ship can't be attacked (by other ships), but it can't support any turrets. It has 200 vehicle health points, no shields, and uses 15 energy points per second. It can take any form of energy besides a ZPM and large nuclear reactors. It can support a medium distance hyper drive and medium sub-light speed. 500-1 000 blocks 3.

Cargo ship

Cargo ships are long range transporters. Unlike other ships, they are built, and then connected to trailers, like a truck. The head of a cargo ship has 200 vehicle life, no shield, 6 turret points, and uses 30 energy points per second. The trailers each have 100 vehicle lives, 6 turret points, and use an additional 10 energy points per second. The ship has a slow sub-light speed and long distance warp (but travels 10% slower than normal speed). The head and each of the pods can be up to 1 000 blocks3.

Cruise ship

Cruise ships are all round, general purpose war ships. They have 40 points for turrets, can support up to 1000 shield points, 400 vehicle health, and use 30 energy points per second. Support for a medium distance hyper drive means that it is good for most missions, 2 500-10 000 blocks3. It can support all fuel types, except a large nuclear reactor and ZPM.

Battle cruiser

A more powerful warship than the cruise ship (but much harder to make): 60 points for turrets, up to 1 000 shield/ health points, 45 EUs per second. Also with support for medium distance hyper drive, 10 000-20 000 blocks3, it has one point for special weapon. It can support all fuel types, except for the ZPM.

Dreadnoughts

This is a powerful ship that is designed for one purpose: to destroy every living thing on the planet it is attacking. There are two different kinds of these ships: dreadnought and super dreadnought.
The dreadnought has 200 points for turrets, 2 000 vehicle health and up to 5 000 shield points. Long distance hyperdrive (although it travels 30% slower than normal hyper speed). It uses 60 energy points per second, 20 000-100 000 blocks3, 2 points for special weapons. This and all ships henceforth can support all fuel types, including the ZPM.
The super dreadnought is like a larger and more powerful version of the dreadnought. It has 400 points for turrets, 4 000 health points and up to 10 000 shield points. It has super slow sub-light, and travels 40% slower than normal warp, but can support long distance. Using 120 energy points per second, it’s a guzzler for power, 100 000-500 000 blocks3, it has 5 points for special weapons.


Assault ship

These are long range, heavy war ships. In their immense cargo holds they carry whole battalions of troops, along with many smaller craft. It can support up to 300 turret points, 10 000 life and up to 50 000 shield points, and uses 150 power units per second. Medium sub-light, can support long distance warp engines. 500 000-1 000 000 blocks3 in size means that it is the definition of massive. Too big to fly? Perhaps, we will have to see. It supports 5 points for special weapons.
Flagship
It is a ship, of any size, any class. If you stick the flagship core in a spaceship, its stats for each class will be doubled. For example; if you were, for some unknown reason, wanting to turn a frigate into your flagship, it would have 40 points for turrets, could support up to 1 000 shield health, and have 400 vehicle health points. The hyperdrive support would remain the same, as would the maximum size. The exception to this is the assault ship; if you put a flagship core in an assault ship, you can remake the ship, up to 2 000 000 blocks in size. It might seem a bit odd to have half a giant ship, with a beautify moulded hull ending in a flat wall, just waiting for the Flagship core to be able to increase its size so it can be finished, but that is the best way I can think to do it. If anyone has better ideas, then fire away. Just to clarify: you can only have one flagship per server, and you must put the flagship core in a pre-existing ship, of any class.

City ship

I won't disclose much about this vessel, you will have to discover the recipes and features of this ship on your own. However, I will tell you that it doesn't have limitations like the other ships, and that it is big. Really big. It is also insanely complex to build.

Have a video on Fr0stbyte124's progress on ships:




Gizmos, gadgets and various doomsday devices

on planets:

Stationary shield: a shield that is placed on the ground and will cover a large area in a bubble. The shield can be any size or shape; it depends on how many emitters you have, each emitter will provide shielding for 100 block radius. Putting two shield emitters next to each other, or on top of each other will increase the radius of the shield by 100 blocks. It uses 20 energy units per second, per emitter.

Docking port: like a spaceship, it needs a core to work, but it can't move. It works as a hangar for smaller ships, and a docking port for larger ships. It needs a core so the facility can be destroyed as a whole, and also so it can have working cargo doors and others devices. Health is No. of blocks divided by 10. It has 200 shield health points. 40 energy per second.

Anti-air gun: craft-able, has inventory for fuel. Does 20 points of vehicle damage, as a rail-gun (5/1s (5 shots per 1 seconds)). 5 energy per shot.

Light space gun: good for small vessels, does 40 points of vehicle damage, as large laser burst (1/2s). 30 energy per shot.

Drone pad: preferred weapon of those with... class, certainly my favourite, these are controlled in exactly the same way as the ship version of drone launchers (see ship weapons), except that the launcher must be connected to the control chair (and both to a feasible power source) via wiring.

Ion cannons. Enough said. (Fine, if you must know: 1 000 vehicle health point damage, fires at 1/5s, auto aiming (doesn’t need a control chair)). It uses 200 EUs per shot.

Wireless controls: Great for controlling such thing as (larger) doors, shields, towers, and other things. Each wireless controller needs to be linked to a control chair to work, and it uses 5 energy units per command. These can also be placed on ships. Each emitter can link to two other wireless emitters and up to 4 Redstone/wiring out/inputs. This means that you can have a weapon on top of a mountain, that has its own power source, and a control chair (also with a power source) linked via a wireless transmitter, allowing the control chair to fire the weapon. On ships, you can of course stick a diverter into the ship’s hull so the weapon and chair can be powered directly from the ship's main power source.

Radar tower: Self explanatory, they can track multiple ships. The radar dish is crafted, and needs to be connected to both a power source and a computer screen or control chair. This can also be placed on a ship.

Hand held weapons (ascending order from least to most powerful)
Notes:

1 damage point= 1 heart

All weapons require a battery to be operational (unless specified). How long it lasts before it needs to be replaced (by placing both the weapon and the fresh battery in the crafting grid) is specified in each description.

All weapons will shatter glass (unless specified)
Stun gun: 2 damage points, stun (disable movement) for 5 seconds, and blurred vision for 15 seconds. Fires at a rate of 1/s (1 shot per second), lasts for 500 shots. No ammo required, Range of 50 blocks.

Rapid laser gun: 2 damage points, fires at a rate of 4/s, lasts for 1,000 shots. No ammo required, range of 100 blocks. It will set flammable blocks on fire, and does not break glass.

Bolter: 5 damage points, fires at a rate of 1/2s, lasts for 500 shots. Requires light bullets, range of 100 blocks.

Assault rifle: 5 damage points, fires at a rate of 1/s, lasts for 100 shots. Requires light bullets, range of 200 blocks.

Laser sniper: 10 damage points, fires at a rate of 1/5s, lasts for 200 shots. No ammo required, range of render distance. It will set flammable blocks on fire.

Plasma beam Projector: 20 damage points, continuous beam, lasts for 20 seconds (fully depletes battery). No ammo required. Range of 20 blocks, and it will disintegrate blocks within 10 blocks, when hit directly with the beam.

Grenade: 30 damage points, fires at a rate of 1/5s (assuming you have multiple in your inventory). Explosion power of 100 (same as TNT), throw distance of up to 50 meters.



Ship weapons (Arranged from least to most powerful)

Rapid laser turret: 2 vehicle damage points, fires at a rate of 5/1s, 2 EUs per shot, can be controlled via wireless, no ammo required, 1x1x1 (using x, y, z), 2 turret points.

Rail gun: 10 vehicle damage points, fires at a rate of 5/1s, 5 EUs per shot, can be controlled via wireless, ammo required (heavy bullets, stores up to 1000, otherwise can be fed from an ammo dispenser), 1x1x2, 5 turret points.

Bomb and bomb bay: 50 vehicle damage points, single time fire, needs to be powered by Redstone, 10 EUs per shot (remember that it will draw power from the ship’s main reactor(s), not the Redstone torches that may be involved in the loading mechanism), cannot be controlled via wireless, ammo required (stores 1, needs to be reloaded manually, bomb does not stack in chest/inventory), 1x1x1 (bomb bay), 2 turret points.

Missile tube and missile: varying vehicle damage points, single time fire, 50 EUs per shot, cannot be controlled via wireless, when ammo is placed (missile) in tube, it will automatically fie, 1x1x9 (tube, missile is 0.5x0.5x4), 5 turret points.

Missile types (note that all have 2 minutes of fuel, after which, they will explode automatically, regardless of what else might be happening):

• Thematic: travels in a straight line until it impacts either a block or an entity, doing 100 vehicle damage points. Blast radius of 100 meters

• Homing: will lock onto the nearest ship with an unfriendly IFF, and follow it until it runs out of fuel, or reaches its/a target, also doing 100 vehicle damage. Blast radius of 100 meters

• Nuclear: will target the largest enemy ship in range (1 minute travel time, to allow for misadventure), and follow it until it runs out of fuel or reaches its/a target, doing 1000 points of vehicle damage (it’s only a small nuke), and flooding the area with radiation. Blast radius of 500 meters.

• EM pulse: will target the largest enemy ship in range and follow it and follow it until it runs out of fuel or reaches its/a target, when it will cause a 1km shockwave which will cause all electronics on ships to go haywire. Shield health will fluctuate wildly, weapons will suddenly start firing everywhere, Redstone and wiring will short circuit (with a chance of exploding), fighters will spin out of control, missiles may target their own ships, and it is total chaos!


Plasma cannon: 100 vehicle damage points, fires at a rate of 1/5s, 200 EUs per shot, can be controlled via wireless, no ammo required, 2x2x3, 10 turret points. Pretty much the weapon you typically see ships on science fiction shows using.

Tractor beam: no vehicle damage, continuous fire, 100 EUs per second of use, can be controlled via wireless, no ammo required, 1x1x1 (must be placed in the hanger of the ship (i.e. a section of the ship that has a force-field or large door between in and space.)) It will draw ships into the hanger of a larger ship (of course it won’t if the ship it is trying to pull in is larger than the entrance to the hanger).

Special weapons

Plasma beam weapon: 100 vehicle damage points per second of contact, beam lasts for 10 seconds, requires one minute of cool down time, 1500 EUs per shot (can hold charge), 3x2x5, 1 special weapon point. Note that it rotates at a rate of 10° per second, meaning that a fast ship can escape it easily.

Accelerator cannon: 2000 vehicle damage, single time fire, 3000 EUs per shot (can hold charge), 7x7x51, 5 special weapon points. To fire, a person must construct a 5x5 cube of either iron or Naquadah at the far end of the cannon. When the cannon receives a command to fire from a control chair, the doors at the front end (open to space) will open, and the cube will be propelled out into space at an extremely high velocity, destroying near most everything in its path (assuming the cannon has enough charge).

Drone launcher: complicated vehicle damage, fires at a rate of 50/1s, 100 EUs per shot, 3x3x10, requires ammo (drones, it can hold up to five, and then it must have drones supplied from a drone feeder). It also requires 5 special weapon points. When fired, drones will find the nearest target and follow it. Drones can penetrate hulls of up to three blocks thick, and destroy fighters without exploding. In larger ships, they will head in the direction of the core block, and each one will go through three blocks of the ship before exploding and probably taking out another few layers of the ship as well. Eventually one drone will make it through to the core, disabling the ship. Any drones that find themselves in a ship that is already disabled or destroyed will target another ship or return back to their storage on the firing ship. Perhaps a video will help make sense of how they work:



Crafting essentials:

Silicon chips: made from sand and Redstone. Needs to be smelted after crafting. Used in more basic electronic components.

Control crystal: made from Glow stone, Redstone and diamonds. Used in more advanced electronic components.

Alloys: to make these, you need a smelter (craft-able with 3 furnaces surrounded by iron). They go as follows:
- Trinium, made from iron, Naquadah, and titanium. These will be used mainly as a good material for ship hulls, as for every time you smelt these ingots together, you will get 3 solid blocks of Trinium.
- Steel, just smelt iron
- What else?


this is just a taste of what is to come, like the ships, you will have to discover most of by yourself! Good luck Minecraftians.

..."Plus a few miscellaneous, nick-knacks"

Consumable energy
this will mean that mechanical devices will use up energy. There are several ways to power devices:
• Batteries, they store 500 energy units
• Vehicle batteries, they store 5000 energy units
• Generator, give it fuel (coal, wood, bookshelves, etc.) for each “use” that they would normally have in a furnace, they produce 50 energy units
• Solar panels, needs to be outside, generates 10 units of energy per second, per block
• Nuclear fission reactor generates 1000 energy units for every lump of uranium put into it. The small one (1x1x1 block) puts it out at a rate of 10 units per second, while the large one (2x2x2 blocks) put it out at 100 units per second
• Fuel rods made from uranium or plutonium, can be put into either reactor for 5,000 energy units each (burns at the same rate)
• ZPM (Zero Point Module), draws energy directly from sub-space, 1,000,000,000 units of energy, stores its energy, and can be released at any rate.


All of the energy sources would need to be directly linked to the device(s) that they are powering by Redstone, except for the reactor and ZPM, which contain too much energy to be transferred by Redstone, and must instead be transmitted by a special mix of Redstone, diamond and iron piping.
For the fighter space ship (as you can't place any of these blocks in it, and it can't have a line of Redstone connecting to a power device), you must place batteries in its inventory (similar to a plane form the planes mod)

I was perusing (what a great word) the Industrial-Craft mod, and realised that how the energy in that mod worked is similar to how it could work in this one. We have permission to use their base code for energy.


Space, the final frontier
Space will be added in this mod, judging by the poll. If you read the replies to this thread, you will have a fairly good idea of what it is. To explain:
Space can only be accessed by spaceships (and possibly space elevators). To get there, you will need to be going very, very fast (obviously not at actual escape velocity, that would crash Minecraft. Once there, you need to be completely surrounded by blocks, otherwise it means that you are exposed to space, and will start losing health rapidly (like lava). At least in the early stages of the mod, we won't go into great detail about atmospheric pressure and consumable air, although this could be added later. Of course there would also be space suits, which will decrease in uses while in space, and increase in uses while in a pressurised environment.
The terrain generation is fairly simple, generate nothing. Nothing besides empty void, with visible stars, and perhaps occasionally asteroids (weather we should add these or not is being debated). To work out were each server is in the Minecraft "universe" we will use the map of the Internet, and the locations of each server (its IP address) on the picture will determine its actual location. Some scale or another will be used to calculate distance (and therefore travel time) between these servers. Resized to 19% (was 4000 x 4000) - Click image to enlargefile:///C:/Users/MyDell/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg
for orbital views of planets, the idea is not yet resolved.

Robots


this idea will help people have large armies without many people. Robots would be craft-able, meaning that many could be mass produced. There are several kinds of robots:

Gigamettalix's ideas (completed by me):

- The sentry. Sentries float around guarding objects and sometimes even participate in battle; they have a cube for a body and a single laser eye that it uses to attack (2 normal damage, 1 vehicle damage, 5 health, and 1 energy unit per 5 seconds).
- The sentinel. Sentinels have all sorts of upgrades that are equipped able, such as rapid fire, they also are bigger, faster and stronger than sentries, although they have a higher price tag. (Basic model has a 4/2 damage laser, 10 health and uses 1 energy per second)

My ideas:


- Battle robot: Same size and shape as a human (so it can use a modified version of the human skin). Fires lasers that do 5/2.5 points of damage. 15 lives, uses 2 energy per second (fuelled by batteries).
- Advanced battle robot: Similar to the normal battle robot, but with an 8 damage laser (4 vehicle damage) and 20 life points. 3 energy per second.
- Juggernaut: Twice the height of a person (looks quite different though), 15 damage laser (7.5 vehicle damage), 30 vehicle life, 5 energy per second.
All of these robots can be switched between sentry mode (if they stand on the spot, they will shoot any enemy that gets too close and only moves when attacked), and follow mode (where the follow you, or any person on the same sever as you, the creator of them). In follow mode, they will protect you automatically, similar to wolves.

Need a crew? (Ideas by Kronath, alternate suggestions by me [in not red])

* There has been some controversy over these ideas, perhaps a poll?
With the number of people normally on a server (5-15 in my experience), I think people would end up with either tiny fleets with a small crew in each ship or bigger fleets with almost crewless ships. To fix this each player would be able to captain a ship crewed by NPCs.
the Ranks:
Admiral / General - This is the server Admin. They are in charge of appointing Squadron Commanders (OPs) and get first choice when selecting a ship to command.
Squadron Commander - All Squadron Commanders are OPs, but not all OPs are Squadron Commanders. Their job is to appoint Captains and to command the fleet when the Admiral is not present. Squadron Commanders get to choose their ship after the Admiral has his/hers.
Captain - The ordinary players in the server that have been appointed by Squadron Commanders to Captain a ship. They do not get to choose their ship, but are given one by their Squadron Commander. I think that it would be wiser if the captains could choose their ship, but can only fly ships which they have licence for.
Lieutenant - Players that have not been given command of their own ship. They serve under a Captain until a Squadron Commander gives them a ship of their own.
Sergeant (maybe something else) - NPCs that crew each ship. Their real purpose is just to make the ships livelier instead of looking like a ghost town. Because of this the AI doesn't have to be very good, just wander around the ship (maybe a few could stay permanently on the bridge near control stations). They would have some behaviour, such as the ability to man turrets (and automatically target enemies) as this wouldn't be too hard to code...

Each rank can command the rank beneath it. For example, a Squadron Commander could order his squadron (a couple of Captains + Ships) into a formation and then take control of the entire squadron, flying multiple ships as if they were one. Similarly, the Admiral could order the squadrons into formation and then fly the entire fleet as one ship. Formations would be more for flying around then for battle, as if they take out the head ship, the results would be... ugly at best. Also, this could be hard to code.

Other vehicles

- ATV: light ground vehicle. Fast, 50 vehicle health, single rapid laser gun. 5 EU per second. Fits 2 people (one as gunner, one as driver)
- Hover tank: craft-able (with difficulty), it is a slow but powerful land vehicle. 100 vehicle health. Have a large laser gun (as main weapon) and two rail guns. 7 EU per second. Fits 6 people
- Helicopter: craft-able (with difficulty). Manoeuvrable (responds quickly to commands), with medium speed. 75 vehicle health. Single rail gun.10 EU per second. Fits 2 people
- Jet: craft-able (with difficulty, possibly using plane crafting bench). Extremely fast (to avoid lag, it will display generic blur at high speeds). 100 vehicle health. 2 rapid laser guns, capable of carrying 4 thematic missiles. 15 EU per second. Fits 4 people.
- Mag-lev trains, which are similar to mine carts, only bigger. Not to mention faster...
-Ships, which will be built like spaceships, and then have a core placed in them. However, they must be in the water to work. Every 10 blocks will increase its hitpoints by 1.





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PostSubject: Re: Planet-side transport   Mon Jan 02, 2012 1:25 pm

For the weapons, I think it would be better to install a computer into the missile or missile launcher in order to have it behave how you want it to. No computer = deadfire. I'm not yet sure what the best way to approach computers is. We could have a full program writer to write real programs, but someone would need to make a programming language, and very few people could use it, we could have a simple If this, then do this. If this and this, but not this, do this. Or we could just do a simple heat seeking or have a lock on option. For building a missile, I would like to make an empty missile shell, click on it to open a gui, and have 3 slots. The payload would be first. This would be the explosive. The second slot would be the computer chip with the program information on it. The third slot would be some sort of fuel cartridge.
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PostSubject: Re: Planet-side transport   Mon Jan 02, 2012 9:35 pm

What about electromagnetic hovercars for the civvies to use in the cities?
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PostSubject: Re: Planet-side transport   Mon Jan 02, 2012 10:14 pm

Your planning on removing the HP/shield points such things right? Since, afaik, the hp system is going to be dynamic(as in, you destroy something if you individually shoot out every single block, a laser doesn't work anymore if you destroy it, the engines don't work if you destroy the fuel lines and so on)
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PostSubject: Re: Planet-side transport   Mon Jan 02, 2012 10:40 pm

Buggy1997123 wrote:
Your planning on removing the HP/shield points such things right? Since, afaik, the hp system is going to be dynamic(as in, you destroy something if you individually shoot out every single block, a laser doesn't work anymore if you destroy it, the engines don't work if you destroy the fuel lines and so on)

I think, and don't quote me on this, that Frost had the idea of modualization of the ship components, I'm not 100% on how it'll work, but I think you build something like an engine or a control point, attach it to the ship and it has it own thing going on, so it can be knocked out separately from the rest of the vessel.

I think the individual block system wasn't going to work for some reason or another, I've been a bit to burried under the server stuff to keep up with it, I'm sure Frost can fill in the blanks there.
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PostSubject: Re: Planet-side transport   Tue Jan 03, 2012 3:04 am

ectrimble20 wrote:
Buggy1997123 wrote:
Your planning on removing the HP/shield points such things right? Since, afaik, the hp system is going to be dynamic(as in, you destroy something if you individually shoot out every single block, a laser doesn't work anymore if you destroy it, the engines don't work if you destroy the fuel lines and so on)

I think, and don't quote me on this, that Frost had the idea of modualization of the ship components, I'm not 100% on how it'll work, but I think you build something like an engine or a control point, attach it to the ship and it has it own thing going on, so it can be knocked out separately from the rest of the vessel.

I think the individual block system wasn't going to work for some reason or another, I've been a bit to burried under the server stuff to keep up with it, I'm sure Frost can fill in the blanks there.
Pretty much what you said. We'll have to fiddle with it to make it fun and intuitive, but I think it's definitely worth it.
There's nothing stopping us from doing per-block damage, but I don't think it would be enjoyable. Ships end up looking like Swiss cheese and become impossible to sink unless you get really lucky and/or spend an exorbitant amount of time trying to hit the right spot.

Also in PvP areas, it would be nothing but Borg cubes.
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 12:11 am

So? Whats wrong with Blorg Cubes?
Evil or Very Mad
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 12:13 am

Nothing, except they suck. We'd have to rename it BorgCube Craft.
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 2:51 am

Nah, I think it wouldn't turn out that way, people would care about visuals as well. I mean, lets look at a similar example: fighters. Statistically? Their useless. Yet their still around. Why? Cultural influence.


Besides, ideally you would use a sphere. They have the best surface area-interior area ratio.
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 3:09 am

Buggy1997123 wrote:

Besides, ideally you would use a sphere. They have the best surface area-interior area ratio.
Great...(Rolls eyes) We get death stars instead of Borg cubes. That's 1/2 of a step up... Besides, you can't make a sphere out of cubes, that makes no sense unless each level is higher than the last, with the equator and poles being the highest.
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 11:23 am

No, you would indeed wind up with cubes because of the item that you'd want to put as many blocks between you and your opponent as possible, not obtain maximum surface area. Thats what he meant by in PvP areas you'd have only cubes because people would be trying to make the most survivable ships possible. A giant ship made of 20-40 block deep trinium armor would be a little ridiculous.

Its also one of the reasons I'm fully in favor of doing a modulated ship layout. Not so much because I like the idea of pre-fab or anything like that, but because ships will need some kind of structuring to them, otherwise the aesthetic look of the game will hurt.

Regardless, I'll work with whatever we can make work and we'll have to play around with it as Frost stated. I doubt it will be a "this is how it is" finalization.
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 6:12 pm

Now, if we do use health based damage, it would be pointless
to build cubes, all they do is present a larger target then a sleeker, more aesthetical
ship. Besides, with the amount of bad builders out there, bad looking ships are
inevitable, no matter what we do.

Unless....

No, it's too dangerous...

Actually, on second thoughts...

No! Snap out of it...
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 6:15 pm

Wait a minute! Isn't this supposed to be civil discussion about
planet-side travel, not the aesthetic appeal of ships?


Actually...
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PostSubject: Re: Planet-side transport   Wed Jan 04, 2012 10:31 pm

So, back on topic, some sort of upgrades for the hover tank. Armor, missile pods, AA guns, treads(Meaning it will be just a regular ground tank), whatever else. Also, a transport helicopter, holds 6 people, 1 slow but fairly powerful laser gun, heavy armor.
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PostSubject: Re: Planet-side transport   Fri Jan 06, 2012 11:39 pm

You could have some kind of mag-lev train. I know Japan and the U.S. are building them. They are trains that float barley above the rails. It's uses magnetism as it's basis. You could implement it as some sort of advanced minecart.
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PostSubject: Re: Planet-side transport   Sat Jan 07, 2012 12:23 am

daman200 wrote:
You could have some kind of mag-lev train. I know Japan and the U.S. are building them. They are trains that float barley above the rails. It's uses magnetism as it's basis. You could implement it as some sort of advanced minecart.
They planned that a while ago.... Read the OP
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PostSubject: Re: Planet-side transport   Tue Feb 07, 2012 10:21 pm

Speaking of OP, I read the part about submarines and immediately I thought strategic submarine drops, aka, dropping a fully working sub midair out of a drop-ship to spy on the enemies operations.

Will Copernicus support something like that?
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PostSubject: Re: Planet-side transport   Wed Feb 08, 2012 9:54 pm

kniqht152 wrote:
Speaking of OP, I read the part about submarines and immediately I thought strategic submarine drops, aka, dropping a fully working sub midair out of a drop-ship to spy on the enemies operations.

Will Copernicus support something like that?

I hope so, I also hope there will be some sort of giant machine(think Scarab from Halo), so that I can just drop those from orbit as a way to weaken the defneses. But a sub drop might work....... But not for spying, I mean, a sub isnt small, and anyone relatively nearby would notice the sub the moment it entered their view screen.
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PostSubject: Re: Planet-side transport   Wed Feb 08, 2012 10:42 pm

Its big sure, but a sub you would drop well away from the base and then travel undetected underwater and park outside said seaside base.(no one ever looks underwater)
Another big plus is you could stay there days on end with food reserves and a nice warm bed, plus if the need arises you could always say hello with some ballistic missiles.

I hope we have ballistic missiles. But scarabs sound nice too Very Happy
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PostSubject: Re: Planet-side transport   Thu Feb 09, 2012 4:08 am

kniqht152 wrote:
Its big sure, but a sub you would drop well away from the base and then travel undetected underwater and park outside said seaside base.(no one ever looks underwater)
Another big plus is you could stay there days on end with food reserves and a nice warm bed, plus if the need arises you could always say hello with some ballistic missiles.

I hope we have ballistic missiles. But scarabs sound nice too Very Happy

No one looks under water, correct, but your sensors will.

The only way to stop yourself from being detected is to use a cloak (well, unless it's a primitive server)
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PostSubject: Re: Planet-side transport   Thu Feb 09, 2012 10:38 am

Make a metal that defies most sensors.
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PostSubject: Re: Planet-side transport   Thu Feb 09, 2012 11:30 am

I'm underlining "stealth" on my checklist.
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PostSubject: Re: Planet-side transport   Fri Feb 10, 2012 12:55 am

tonyri wrote:
Shiva wrote:
The drop ship is a space-to-surface transport. All of these ideas on this page are planet-side only.
Shiva, I just realized that your avatar is a sword. I always thought that it was some weird upside down centipede that had pincers.



lol, me too


ectrimble20 wrote:


Can't wait to finish this server-side junk, I'm gona code a damn Marauder Battle-suit and put your little BS hover boats to shame!!! (but don't hold me to it lol, I might not follow through)

A marauder suit would be amazing!
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