| From the wonderful mind of cats! | |
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+12Laserbilly bsb23 ACH0225 hyperlite Last_Jedi_Standing The Schmetterling Burnttoaster fr0stbyte124 Laibach Tyranid_Player Soul of Jack torrentialAberration 16 posters |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: From the wonderful mind of cats! Fri Jul 06, 2012 9:17 am | |
| OLD/DISCUSSED-----------------------------------------------------------------------A. Piracy. - Spoiler:
With wealthy nations, ships; large, open spaces; and little international law, piracy will be inevitable. It would be a good way for less powerful factions that can only afford to build small boarding craft to gain technology, ships, and grow their economy. The flip-side to this is that it will be an inconvenience to the victims of the raids. Diplomatic ships and freighters would be the most commonly pirated vessels, so a warship escort would be required. Just adding a new challenge to the game by not outlawing acts of piracy.
B. Terrain. - Spoiler:
The terrain is an important part of Minecraft. Changing this fundamental aspect of the game could enhance it greatly. If the mod has more realistic biomes, like taller mountains that have gentler slopes or flatter grasslands. Dynamic biomes could also be implemented to add a more realistic feel to Futurecraft. Perhaps a forest that has had its trees removed will turn into a grassland, and a grassland with no tall grass could devolve into a desert.
C. Endermen. - Spoiler:
I saw in another thread something about the story of the game and how the Endermen could play a part in Futurecraft. Perhaps expand upon their backstory or maybe even use them to make FTL drives.
D. Gas Mining - Spoiler:
I haven't seen anything on the forums about how we will obtain gaseous material needed. We will need oxygen for life support, as fuel for explosives, and atmo-forming; hydrogen for nukes, as fuel for rockets, and fusion reactors; methane or propane for cheap generators and furnaces.
One of my ideas regarding gas mining is that it could work similar to windmills in IndustrialCraft, but instead of creating energy and storing it in batteries, it harvests different gasses over time and stores them in canisters. Some gases would have to be harvested underground in caves and caverns, or even from gas planets if they are included in the mod. Perhaps some areas would have more of a certain gas then others, so the air would be tinted. A cavern deep underground might have a green tint that indicates high levels of propane. If you place a gas mine in this cavern, it will harvest more propane than any other gas.
I GOT AN IDEA FROM A BOOK! E. Propulsion pods - Spoiler:
While reading Halo: Contact Harvest (not one of my favorites) I came up with an idea based on the external engine units used on freighters. There could be similar, craftable units in game that one could attach to the hardpoints of a station or a barge with no engines as a temporary mode of travel. Like engines, but only for vessels too large to fit in a carrier and need to transfer to another system or travel in-system too far for a lift from a tug to be feasible.
F. Ship Damage - Spoiler:
How will damage to ships be handled? I know that it will be a while before any of the Devs need to worry about this, but I think that it needs to be addressed. In my opinion, a ship should not "die" based on HP, but its actual, physical lifelines. A ship should be immobilized if power to the engines is cut, a shield should only stay up as long as the generator is functioning, etc. NEW-----------------------------------------------------------------------G. Rank Assignment, Crew Designation, and Other Fun Paper-Worky Things. - Spoiler:
I had a thought that involves the crew of a ship or any facility, for that matter. How would one become crew of a ship? It could work like factions, where someone can quit at any time and move to a different one (as long as the new one accepts). However, for the sake of organization, it would be better to have ship transfers be handled by the COs of the ships or another high-ranking official. This would prevent a ship having too many or not enough crew.
For example, I am a crewman of a ship and I request a transfer to a different ship/facility. If my Shipmaster sees fit, he/she will contact the Shipmaster of the vessel to which I would like to transfer. If he/she gives it his/her stamp of approval, I can then board their boat.
A similar process could go with assigning rank. Instead of using experience points or something, a rank would have to be given to you by a officer of high rank (Equivalent of Captain+) for you to be able to move up or down the rank ladder, as it were. This prevents there being a hundred admirals in a server.
As for the ranks in a given server, the owner of the server or an admin should be able to choose what each tier is. No matter if they want to use the NATO Naval Ranks (which could be default), or Sangheili ranks.
There could also be branches of military, but that would get confusing.
H. THE MOON! - Spoiler:
Luna has a large amount of titanium, which is good for shipbuilding and low gravity, which is good for launching. Moons in FC (assuming that all spawnplanets have a moon of similar composition and mass) could be very useful.
I. MOAR ENGINES - Spoiler:
Some possible engines to be used on spacecraft.
_______Conventional Rocket Uses liquid hydrogen and liquid oxygen or a solid fuel to take you where you need to go, given it's not too far. High energy, low efficiency.
_______Magneto-plasma rocket (ion jet, whatever you want to call it. It's all the same basic concept) Ionizes argon, then uses magnetic fields to compress and accelerate the plasma, creating thrust. Low energy, high efficiency.
_______Radiation sail A giant, very thin mirror that uses the energy from a star or another source to propel small spacecraft.
There are many, many more, but I will not post any more now.
Last edited by Thel 'Vadam on Thu Aug 23, 2012 11:54 pm; edited 10 times in total | |
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Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 11:24 am | |
| All good idea's.But I'm no expert but I think B is hard to code. | |
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Tyranid_Player Newbie
Posts : 80 Join date : 2012-07-06
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 11:33 am | |
| - Jack Root wrote:
- All good idea's.But I'm no expert but I think B is hard to code.
Changing the biome is done by just replacing 1(or2) number in the chunk. The big problem is to change all the blocks and what should happen with User placed blocks? Also an big question how will Frostbytes chunk system work? | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 12:41 pm | |
| my ideas follow thusly:
*ahem*
WE DONT NEED NO EDUCATION!!!!!!!!!1$@!!@%$ 1!$!@@!!~~~ (korn)
back in reality, i'm still reading it
seems good, although you dont say HOW gas mining works | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 1:39 pm | |
| - SocialismSucks wrote:
- my ideas follow thusly:
*ahem*
WE DONT NEED NO EDUCATION!!!!!!!!!1$@!!@%$ 1!$!@@!!~~~ (korn)
back in reality, i'm still reading it
seems good, although you dont say HOW gas mining works There ya go, I added some information. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 5:07 pm | |
| We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off. At the very least, handmade or semi-handmade planets should be possible. - Tyranid_Player wrote:
- Jack Root wrote:
- All good idea's.But I'm no expert but I think B is hard to code.
Changing the biome is done by just replacing 1(or2) number in the chunk. The big problem is to change all the blocks and what should happen with User placed blocks? Also an big question how will Frostbytes chunk system work?
The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though. Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth). | |
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Burnttoaster Recruit
Posts : 205 Join date : 2012-01-16
| Subject: Re: From the wonderful mind of cats! Fri Jul 06, 2012 6:58 pm | |
| To expand on the biome idea how about biomes are located more geographically accurate, like closer to the equater there are tropical forest, and desserts, and the more farther you get,it gets colder and you get normal forests, and even further you get tundra. And mountains can be in massive ranges.
you can gas mine planets with balloons that suck up the gas, and helium 3 would be A important gas to be used in fusion reactors | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 12:09 am | |
| - Burnttoaster wrote:
- To expand on the biome idea how about biomes are located more geographically accurate, like closer to the equater there are tropical forest, and desserts, and the more farther you get,it gets colder and you get normal forests, and even further you get tundra. And mountains can be in massive ranges.
you can gas mine planets with balloons that suck up the gas, and helium 3 would be A important gas to be used in fusion reactors Ah! I didn't think about the geography of the planets. This is an excellent idea. On a separate note, Tyranid_Player, please, please, please change your avatar. It's like cutting a huge fart in a crowded elevator then leaving before the doors close.
Last edited by catsonmeth on Sat Jul 07, 2012 7:25 pm; edited 1 time in total | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 4:47 am | |
| - fr0stbyte124 wrote:
- We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off.
At the very least, handmade or semi-handmade planets should be possible.
- Tyranid_Player wrote:
- Jack Root wrote:
- All good idea's.But I'm no expert but I think B is hard to code.
Changing the biome is done by just replacing 1(or2) number in the chunk. The big problem is to change all the blocks and what should happen with User placed blocks? Also an big question how will Frostbytes chunk system work?
The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though.
Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth). For that reason, and also to increase the need for exploration, we are limiting the size of planets to 400km squared to 1600km squared (take the square-root for the side length). At least in the early stages however, all planets will be the same size, and use the default Minecraft generator, with Fr0stbyte removing inefficiencies if needed. The entire point of diplomatic ships is that they CAN NOT be attacked. Otherwise, they are pointless. However, they can't be attacked by other players, only NPCs if they are added. I don't know about gas mining, the more stuff that needs adding, the worse it is. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 8:42 am | |
| I wasn't planning on using the default terrain generator, except as maybe a placeholder. We can better than that. | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 111 Location : Coruscant
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 2:26 pm | |
| - Mackeroth? wrote:
- fr0stbyte124 wrote:
- We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off.
At the very least, handmade or semi-handmade planets should be possible.
- Tyranid_Player wrote:
- Jack Root wrote:
- All good idea's.But I'm no expert but I think B is hard to code.
Changing the biome is done by just replacing 1(or2) number in the chunk. The big problem is to change all the blocks and what should happen with User placed blocks? Also an big question how will Frostbytes chunk system work?
The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though.
Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth). For that reason, and also to increase the need for exploration, we are limiting the size of planets to 400km squared to 1600km squared (take the square-root for the side length). At least in the early stages however, all planets will be the same size, and use the default Minecraft generator, with Fr0stbyte removing inefficiencies if needed.
The entire point of diplomatic ships is that they CAN NOT be attacked. Otherwise, they are pointless. However, they can't be attacked by other players, only NPCs if they are added.
I don't know about gas mining, the more stuff that needs adding, the worse it is. Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports? | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 4:07 pm | |
| - Warmaster Tsavong Lah wrote:
Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports? I had this thought a few days ago as well. Could I make a huge carrier and call it a diplomatic ship, then cruise into battle and let loose a fleet of war corvettes, then take in damaged ships without them taking further damage and my ship taking taking none? | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 5:35 pm | |
| - catsonmeth wrote:
- Warmaster Tsavong Lah wrote:
Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports? I had this thought a few days ago as well. Could I make a huge carrier and call it a diplomatic ship, then cruise into battle and let loose a fleet of war corvettes, then take in damaged ships without them taking further damage and my ship taking taking none? No, because there is a strong limit on weapons allowed on a diplomatic ships. Probably a handgun per person; good for taking out creepers, nothing more. And Fr0stbyte, I was only suggesting using the current generator as a placeholder. | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 6:10 pm | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 7:16 pm | |
| - hyperlite wrote:
- Cookies?
Sure. | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: From the wonderful mind of cats! Sat Jul 07, 2012 7:19 pm | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 12:03 am | |
| I came up with a new idea about ship damage. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 12:21 am | |
| Is the new idea not based on sectional damage? Cause that's been in the books since week 1. :p | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 12:54 am | |
| - fr0stbyte124 wrote:
- Is the new idea not based on sectional damage? Cause that's been in the books since week 1. :p
It's not in the summary. I thought it said that ship damage would be based partially on actual block breaking and partially on an HP system. I think that it should be based on the breaking of blocks alone, to add some more realism. | |
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ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 1:05 am | |
| Borg cubes. Sorry, disproved. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 1:11 am | |
| What he means is that we considered making it strictly physics based at one point, but decided to use sectional hitpoints so that players don't feel the need to sacrifice aesthetics for durability. However, within that framework of sectional hitpoints, it is still possible to generate procedural damage. Only the magnitude of damage is what changes. Additionally, this can be extended to work in reverse, where repairing hitpoints can restore the ship to its original form.
Last edited by fr0stbyte124 on Wed Jul 11, 2012 2:34 pm; edited 1 time in total | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 11:29 am | |
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bsb23 Newbie
Posts : 59 Join date : 2012-04-28
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 5:04 pm | |
| As for terrain generation I would like to again bring up TerraFirmaCraft the amount of resources it includes and the more believable generation styles might look rather cool with FutureCraft. They are still in Beta also so the project is still malleable. However, Bioxx isn't a big fan of joining hands with other mods so that may take some work. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 5:28 pm | |
| That's fine. We probably wouldn't do anything with terafirma craft anyway, considering the technology tiers are so different. But the idea is good. My personal opinion towards this is that the complexity of processing materials raises as you gain skill points. Rather than simply being stronger, you the player have to invest time and effort to match your new abilities. | |
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Laserbilly Infantry
Posts : 584 Join date : 2012-04-19
| Subject: Re: From the wonderful mind of cats! Wed Jul 11, 2012 7:05 pm | |
| Could there be gas giants for helium gathering? | |
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