Idear(s) <TEXTWALL WARNING>

Anything concerning the ongoing creation of Futurecraft.
Chairman_Tiel
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Idear(s) <TEXTWALL WARNING>

Post by Chairman_Tiel » Tue Jan 29, 2013 11:43 pm

Cores are something I promised myself to tell you about on the onset of this inadvertent essay, so let me explain damen und herren. When you reach le Space Age, you'll find yourself wanting for something outside of the experience you've been given. It's at this point you can either sulk in your stonebrick castle, or make a ship Core. Ideally, they'd be wicked-fierce to construct (this is before you get your automation, mind you) and this particular one serves as the first ship you'll ever craft. Will you only take what you need and make a Corvette core, or be ambitious and craft that of a Destroyer with your friends? The choice is yours, but this core serves two purposes - it allows control over your vessel as an entity, and it's also a reactor in itself. And by god, is it an unstable reactor. You want to keep that thing as far from your face as possible; link it up with that cool new redstone you found that has wireless properties (you call it 802.1) to the control panel of whatever ship you chose to make and set off into spess.

..or not. Now, if you went the humble route, you'll notice that after you start the darn thing you can go and right click on the thing, and a newfangled GUI will give you a readout of why you aren't in the night sky right now. Well, tarnations, looked like you, sir, did not craft an engine. Resigned, you'll set out into the wilderness once again - but you find that no matter where you look, the materials described in the engine blueprint given to you by the Core when it found it was missing don't seem to be obtainable! Curious, you pack up the Drill you made earlier to help you find the resources needed to construct the Core itself, and do the unthinkable - deploy it on the bedrock floor of your lowest mining tunnel. After clearing some room for it, you activate it by feeding the contraption some coal, and lo and behold the supposedly invincible rock breaks beneath your heels! But what's that below? You have just entered the underworld, and it definitely lives up to the standards set by the name. Magma gushes out of the walls, the floor, everywhere. You almost fall into the molten rock several times while collecting Mineral ores (resources that spawn in space rocks or in the underworld, ie exclusive to FC) Before leaving, you curiously take a sample of the lava to find that the item in your crude bukkit is called 'acidic magma' as opposed to the run-of-the-mill lava. This can be put into a Refinery, a structure composed of Refiner blocks and Piping to create Crocite. This type of structure can also be used to process otherwise useless ores such as iron into Titanium.

So, once you figure out the recipe for your engine after finding the right elements out of the two other possible in the underworld (titanium, strontium) on the default world, you're free to craft the dang block, put it in an exposed space, and take off. Or you could stay and make your ship stronger with your newfound resources, making weapons using a Research lab which NPCs labor over to create blueprints that enable construction of advanced technology after being placed in a slot of the workbench GUI you swear wasn't there before. The upgrades you find on your first world would probably consist of A) additional power cores that require strontium, B) actual weapons made with some Titanium and Crocite research, or C) A Titanium block hull instead of the paltry steel ones produced by refining Iron ingots. The choice is yours whether you leave in a lean scout ship or a tricked out corvette. (psst, I'd go for the second option!)

After you leave the atmosphere, you'll notice asteroids with - huh, what's that? TITANIUM AND STRONTIUM ORE!?!?! After all that time spent around in the underworld!? Yes, you can more easily mine these materials - and some others - via asteroids. But you stand to make a much bigger profit processing ordinarily useless blocks into stuff people actually want. Crocite, in particular, would be of diamond rarity in outer space, but could easily be extracted from the magma you found earlier via a network of Refiners working in unison (keep those mineral templates handy!) and sold on the galactic market or to your fellows still on the ground for a tidy lining of one's wallet. It's from here that you, in your first server, can begin to build grand space stations with your comrades and upgrade your ship...but then the rest of the sorry bastards on the ground wise up and launch into space as well. Suddenly, there are dozens of players attempting to exploit a finite amount of resources. With little to no admin intervention possible in the futurecraft engine, conflict will inevitably break out. Players will frantically try to balance out researching new technology to better their skills in battle with actually fighting their feuds.

But, eventually a victor will arise, be it within a week or a matter of months. Other factions may array against it, but it will steamroll everyone in its path until it is the dominant group of people. Hopefully you are a member, because noobs just now joining the server will swell its ranks with eager recruits knowing victory is assured. Once it has firm control of the star system, the faction will experience a period of Pax Romana, a golden age where everything can be researched without anyone being afraid of the Research Blocks arrayed before them spontaneously becoming shrapnel and fire. But, all good things must come to an end, and this alpha male of a faction will soon find itself restless. Without any conflict, its members grow wary and begin to form splinter groups. It then takes a look around at the depressingly finite resources of the planets it commands, and turns its attention galaxy-ward, constructing a massive jumpgate towards the center of the galaxy where, with any luck, another solar system lies and not a blackhole. Its flotillas of ships eagerly hold position near the construct, until suddenly a dull purple ellipse appears within it, sucking all present...into Futurecraft.

(Or, to be technical, one of the solar systems hosted by the Futurecraft Master Server, hopefully vacant)

But returning to the subject matter, each Core represents a class of ship, Heavy Fighters, Corvettes, Frigates, Destroyers, Cruisers, Battleships, and Dreadnoughts. With cores also serving as power sources for entire ships, one can imagine that this increases with every advancement up the scale list to better service their roles. Cores require a constant supply of combustible fuel (such as crocite, strontium, or other minerals one may discover in deep spess) to continue operating at peak performance, that is, the maximum output they can generate. That output can in turn be regulated between one's subsystems which determines how effective they are (more on THIS later) You'll realize how limits put on the cores serve gameplay later in this post, to be specific, the category right below this text.

Weapons would be handled in a slot fashion - each core will only have the ability to mount specific gun types onto the hulls they power. For example, a Heavy Fighter core would have three light weaponry slots; that ship can only mount three light mass drivers, three small missilepods, or three small plasma repeaters, but ideally a desired mix of the three. Equipping any more would cause the ship to be unflyable; the core will start whining in chat to you that it can't sustain more than those three (without this artificial restriction, it's very likely dumb players would equip seven light mass drivers, for example, and then sit there all confused when their ship suddenly stops mid-space after the first volley of four cannons due to the core overloading.) While there would not be a constant power drain from active weapons, they would take energy from your core upon firing. Ideally your core would be gassed up before hand, so it'd just need to regenerate...this means you can't spam shots and hope to win - only fire when your aim is true so you don't risk a core overload.

Light: Weaponry used on smaller ships, like Heavy Fighters. Miniaturized mass drivers, small rocket launchers, and a simple plasma repeater and their upgrades would be the options here. Some of these upgrades may enable turretization of their parent-weapons to increase their usability on larger vessels.

Medium: A step up from Light, Medium weapons are able to be turret-ized and controlled by a targeting computer. Gauss cannon, a rudimentary missile pod, and a plasma burst gun, as well as their respective upgrades.

Heavy: Heavy weapons for the heaviest of vessels. Most common on large ships. You'd probably see coilguns (ala Halo MACs), really expansive missile gear (talking 50 at once and such shenanigans), and a plasma rotary cannon, and any associated upgrades of them. These can't be turreted.

Advanced: The ultimate gear for your faction, highly experimental only safe to use on ships that almost constitute worlds in their own right. A powerful railgun, a bloody cruise-missile setup, and a plasma beam that cuts through damn near everything would comprise the armanents in this category. Unlike Heavy weapon types, these can be turreted, so be terrified :( No upgrades because they'll be ridiculously OP in their own right.

In addition, each category of weaponry has a corresponding 'Auxilliary Generator' block that you can equip to have extra energy, albeit at the cost of one of your vessel's guns. This could be useful for Science Vessels and the like. This Generator can also be deployed on the ground to power Light weaponry and Logistical equipment directly wired to it for rather nice bases.

Logistical equipment would not be handled by slots (meaning you could essentially equip everything), but the same gear is shared across hull classes; their efficiency depends on how much power they're given by the ship's reactor (for instance, your sensor equipment is going to be a lot more effective on a dreadnought than a measly corvette - or not, you choose how much to allocate) Logistical equipment would consist of

Sensors: Helps you see into the starry night sky, and paint any shadowy craft out for your guts. Remember, he whom strikes first is typically the victor. Also lets you momentarily scan planets and open up long-distance calls.

Engines: Propel your ship into SPESS! Without allocating power to this, you're pretty much a sitting duck. Rather than 'why' ask yourself, 'why not' give all power to engines? It'll be a pain balancing all those new missilepods you bought with your energy budget <:)

Shielding: Basically protects your ship from ***t in spess. Useful against any sort of high-speed projectile, not so much against slow moving stuff like *cough* torpedoes *cough*. The negatively charged plasma the enemy's energy cannons spit out will actually ADD to this module's strength temporarily, but the plasma within your shield will struggle to keep up with the massed fire typical of kinetic weapons. Missiles have a chance of breaking through the shield entirely and ***king up your hull, but oftentimes they'll just end up melting or even blowing up within the shield itself.

Armor: Also protects your ship from ***t in space! As with shielding, the module itself isn't passive - one must activate it before it comes into effect and starts sucking up power. But unlike shielding, which basically deploys a plasma umbrella around your craft and draining your batteries based on its size, armor is based on the actual blocks of your ship. Once activated, this addon will attempt to polarize your the outermost blocks of your hull to create a temporary 'armor' of sorts. Some blocks cost less than others to charge, but overall one wants to keep as little hull blocks as possible polarized to lessen power drain. Now, Armor is in a rock-paper relationship with Shielding. Kinetic weaponry will often bounce right off armor, though lessening the overall integrity of the polarization at a steady rate. Plasma weaponry, on the other hand, will literally melt down the armor with each successive burst faster than you can say 'fr0st!'. Missiles act similar to kinetic weaponry, though explosions may do more towards compromising the integrity of the 'armor'. Once the armor starts to get beaten down by the weaponry (when reactor charge no longer is greater than or equal to the volume of fire its taking in), blocks on the hull will suddenly start to become vulnerable. And this is where missiles shine in all their glory, explosive charges taking down the charge percentage of the armor while obliterating 'naked' blocks on the hull and exposing the ship to cold vacuum.

Cloaking: Somewhat self-explanatory, but whatever. Cloaking enables you to hide your ship from sight - at the cost of a crapload of energy being drawn from your reactor every minute. Arguably the most expensive of all the modules - one won't be able to equip much in the way of weapons (effectively, anyway. If you emerge from a cloaking run there's only so much power left in your reactor to charge your guns. Better to just leave the useless weaponry off) due to the drain, so 'stealth shippers' would very likely lean towards prioritizing engines in their energy allowance to make the most of their blissful undetectable minutes. There is an upgrade for the sensors to counter you, though, so be on the lookout.

Hangars: Similar to Cloaking, Hangars will turn your ship into a specialized niche due to its immense power draw. Unlike Cloaking, this thirst for energy also prevents it from being attached on anything weaker than a Cruiser Core; if any smaller core detects the Hangar modules attached it will refuse to fly the craft. Each 'module' is actually a sort of controller block for a Fabricator block array (discussed in depth below) that pop out starfighters at a steady pace as long as it keeps receiving power from the Core. Upon spawning, if set to the AI preset via wired consoles, the fighters seek the closest exit and in a typical mob faction, seek out your enemies and drive them before you. If on the Human setting, the module will patiently wait for the entity to be vacated from the launch pad before attempting to create a new one. But, be warned. Each set of this module, as mentioned earlier, consumes an immense amount of energy from your Core at a steady pace. While you can simply allocate less power to whatever Hangar modules you have installed, this slows down their spawning rate in turn. A good idea might be to turn them off via a control panel in your bridge after a wave of fighters is disgorged to prevent a constant influx of strike craft being spawned from overloading your ship's Core.

Ships

Fighters are exo-atmospheric superiority craft, functioning as light interceptors in space and something akin to a VTOL in-atmosphere. They can be crafted and flown in a manner similar to Flan's mod, but for the most part they'll be the result of a hangar module using an array of Fabricators to create the fighters by drawing significant amounts of power from a ship (or a ground based Generator). When created in this manner, by default the player would be allowed a quarter of a minute to jump on the fighter before it gets piloted by an NPC (basically becomes a flying mob that seeks out targets), though the Hangar logistical module itself can be configured to sway to one side or the other automatically via wired Console block. Once in spess, fighter mobs could be likened to Minions in DOTA or LoL - they can be commanded by players to increase their combat effectiveness, but otherwise human-piloted starfighters serve to augment a wave of strike craft charging at any ship that's not registered or otherwise allied/associated with your faction.

From there, corvettes/pinnaces/whatevertheheckyouwanttocallthem would serve as a niche role - bigger than a heavy fighter; it has rooms and crew, but not quite a frigate either. I'd see this as something of a 'fighter-killer' or the like, defending larger vessels or alternatively bombing the living ***t out of them with the aid of NPC fighters. This would probably be the go-to choice for solitary adventurers, being able to be piloted singlehandedly by a player as with a heavy fighter, but having one or two NPCs to help out. Corvettes would have four light weapon slots, but significantly more extra power on the side within their core to power specialized logistics (see above).

After that, frigates would be the poor bloody infantrymen of fleets all across Futurecraft. Basically, larger than a corvette (twice as much?) but not able to hold its own in fights the same way (potentially used to tie down new recruits to a faction). It'd basically be cheap fire support for larger ships with one medium, and five light weapon slots. No one would say that out loud, though, and having captaincy over a crew of two other human players plus four NPCs would be a respected position indeed, if not a common role within FC. Similar to fighters, due to their spammy nature frigates should also have the option of becoming NPC controlled barges that are given directives by a player. Less combat effective, but much more efficient.

Destroyers would be the spot between frigates and cruisers in the hierarchy, having the power capacity of a cruiser but only having the weaponry options of a frigate plus exactly uno (1) additional medium weapon slot. Unlike the other ships, a Destroyer would be optimally handled by two players and an equal number of NPCs due to the sheer amount of automation inherent within the classification's core. This enables a lot of possibilities within a Futurecraft fleet for them, as all weapons on it default to AI control. Specifically, who wouldn't want four destroyers instead of a single Battleship to take on a Dreadnought?

And here we get to my favorite, and likely the sweet spot of Futurecrafters in the future (REDUNDANCY ALERT), the Cruiser. Now, a cruiser would be a combat effective craft on its lonesome, probably having the capacity to blow away packs of frigates with six medium, ten light weapon slots, though an upgrade would be the Battlecruiser that bears an enhanced power core and the capacity to mount a heavy weapon type in addition. I see this as a definite backbone of player fleets that would be screened by lighter ships like Frigates yet having the luxury of holding off attacks singlehandedly should the captain be willing to risk the six other players under his command. In this role, Cruisers could be likened to the Ships of the Line of the auld, duking it out with other cruisers while being given additional firepower by less massive ships in the fleet.

The penultimate ship would be the Battleship, a direct upgrade from Battlecruisers that possesses a truly incredible power core to power its impressive array of weaponry - Two Heavy, twelve medium, and twenty light weapon slots would make this a go-to flagship for any wise fleet commander, or at least one that desires his pitiful life over anything else. A minimum of eight players would be assigned to these hulking behemoths, along with a 16 NPC crew complement. Basically, think a pocket-dreadnought, which is right below.

Lastly, there would be the Dreadnought, the largest ship class in the game, and by extension a ridiculous power capacity. It can mount three Heavy weapon types and two Advanced ones, as well as twenty medium and thirty light weaponry slots (that extra firepower can/will come in handy) How many people are assigned to dreadnought will vary, but a popular number would probably be twelve on account of the number of systems that would need to be regulated precisely, moreso than the 20 NPCs on the craft could handle on their lonesome. A Dreadnought core and the resources to build it would be considered a great asset to spacefaring factions, just the sight of one coming into a battle should inspire fear into the opposition.

Shipyards

You'll launch a ship with a Space Station Hub block that you deploy from your ship to create a basis for building in space, but the optimum method of adding on to it would be carrying new parts for the station up via your ship. This will give you a simple station to work with for defense, pictures of your planet, etc. At some point you'll construct segments in Zero G with your space suit of awesomeness. This is where the fun comes in - in order to have a fully functional constructor, you must craft a constructor block of sorts. In theory, 1 Tier I Constructor can handle around 300 blocks. Building these in a formation to look like

Image

or

Image

Would in the end be more efficient, as the constructors would overlap and prevent anomalies (heh, heh C: )

Yes, these aren't perfect. Using a single constructor to create 300 blocks is like using one piece of coal for cooking 8 meat - it doesn't always work. It'll be minor, perhaps. A block here, a block there..and pretty soon it isn't airtight anymore. Not a good first impression to your customer - in fact, you might not be expecting any further business from them.

You'll notice I said 'Tier I constructor' up there. My suggestion is that there are 3 tiers of constructor that get progressively more expensive to make, but also are capable of making more blox, and perhaps Tier I & II won't be able to create certain types of blocks. In addition, Tier II and III make exceedingly less errors with the blocks they place - III would be all but impeccable but difficult to obtain in effective quantities.

Tier I: 300
Tier II: 500
Tier III: 700

As for time, think about how long it takes you to build a ship in creative. Then think how much time it'd take to build that in Survival. The latter is how much time the ships will take to build. It'll be lengthy, yes, but being able to focus on other tasks makes it worth it. In addition, you MUST have twice the amount of materials necessary in order to construct a ship in this here shipyard, as machines can make mistakes - better safe than sorry. You can collect the remainder afterwards and put it to use again in conjunction with more materials.

Lastly, how does the shipyard construct these ships? First, you build the ship in your shipyard, or alternatively load an mcedit .schematic file. Thus, I suggest a sort of Central CPU block would be installed that would //copy your creation to it's memory or load the schematic, provided there are enough Constructors in the area you build it in. Another thing would be Console blocks, which could be used everywhere in this mod for a variety of things. Wiring a Console block to some Shipyard Constructors will in essence create a virtual shipyard, and right clicking the associated console will bring up a GUI with the ship types the Central CPU has saved to memory. If there aren't enough constructors or materials in that certain Shipyard, it will notify you. You CAN still build a ship with less constructors, but it will be incomplete, as in missing some blocks.

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 Pride count raises by 15 per member. When a member is killed, your faction's Pride is reduced by 5 per death. So it'd be less than ideal to have a warmonger in your faction, give 'im da BOOT. Pride points regenerate at a rate of 3 a quarter-hour for each faction member (after losing them in the first place, of course) Anyway, once your Pride 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 Pride 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.

Minerals is in an arguably odd place within this post, but nuts, new sections will be added this way until this becomes an all-encompassing document. This is just an overview of the minerals possible in my ideas for the mod, their purposes, and what blocks they are derived from in the Refinery.

Steel is not exactly a mineral, persay, at least in the context of being obtained via space or in the underworld. When you mine Iron and smelt it, naturally, you get ingots. What's new, however, is that if you smelt that Ingot AGAIN, you will get a two Steel Nuggets. When these Steel nuggets (a reskin of Golden Nuggets) are arranged to completely fill the crafting table, you can then craft 5 Steel Blocks per 9 nuggets. Wowzers, that's a lot more efficient than using Iron blocks! (which will need to be reskinned to look like their pre-1.0.0 appearance), Steel blocks will have their current texture). These would likely be used for futuristic decoration, but more importantly will be the first block the player can obtain to leave their planet's atmosphere, and it is a crucial crafting ingredient of the Core block and

Crocite was something discussed, but ultimately dismissed, in the original MCF post. BUT IT LIIIVES, and it is the first mineral the player will be able to obtain by refining Magma found in the underworld. Crocite is an essential component of the energy matrices found in Extractor and novice Engine blocks. It also is an intermediate fuel source for the ship Core in abundant supply on basic worlds in the form of magma that can be processed by putting it through an Extractor block. Surprisingly, no deposits are to be found in space, meaning that it is a resource will likely have considerable demand.

Titanium is a form of 'armor block', that is, the Armor module will power blocks of this type more efficiently. It can be found by refining Iron Ore blocks, but it also occurs naturally in ore-form in the underworld as well as asteroids and other terrestrial bodies. Unlike typical ore, smelting titanium ore directly produces three physical blocks of it. Naturally, this would make it a popular hull choice among ship builders - efficient yet plentiful. Titanium is used in the crafting of advanced weaponry and Armor modules, surprisingly enough.

Strontium likely has none of the properties I am about to prescribe to it, but you get it initially by mining its respective ore in the underworld; as with Titanium, once you reach outer space it can also be found in asteroids in ore-form. It can then be smelted into a transparent container (that pops out of nowhere) containing a molten yellow substance. No, it's not Jarate, and yes, putting its parent substance through the Extractor produces the same result. Strontium is essential for crafting all ship cores above Corvette all the way to Battleship, and can also be utilized to construct auxiliary power generators and Shielding modules, as well as their respective upgraded versions. It also has some use in researching rudimentary plasma weaponry, and serves as an alternate fuel source.

Magnesium is found by refining spacerock, but also appears in an ore form, albeit very rarely. Both result in a dull gray Magnesium Nugget in your inventory, which enables the creation of rocket-based weaponry like spess torpedoes and missile pods, as well as Sensors, when put in a Research block. Magnesium is also a very important element when upgrading kinetic weaponry like mass drivers.

Yttrium is a mysterious element that very few can find, but those that do claim it's the very essence of researching, having a value similar to diamond in vanilla Minecraft. Yttrium cannot be refined from any other element, but spawns naturally in very rare veins of ore deep within worlds and in the cores of asteroids. When mined, the element's item is a form of anomaly barely contained by a transparent container. Through Yittrium you can research Hangar schematics, as well as obtain those of Advanced and Heavy weapon types through the same means. It is also important in upgrading Shielding and Engine modules.

Scarcitite is a malleable scarlet metal that is found in one to three block veins in asteroids. It is only used in crafting Cloaking logistics modules, but also comprises a great proportion of the Dreadnought Core's crafting recipe.
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Re: Idear(s)

Post by Tunnelthunder » Wed Jan 30, 2013 12:41 am

The pride count needs another way of recovery.

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Re: Idear(s)

Post by Chairman_Tiel » Wed Jan 30, 2013 12:44 am

Sheet. Tired. Somehow that part of the message didn't get through :/

Pride points regenerate at a rate of 3 a quarter-hour for each faction member.
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Re: Idear(s)

Post by Tunnelthunder » Wed Jan 30, 2013 12:48 am

Sounds good.

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Re: Idear(s)

Post by Ivan2006 » Wed Jan 30, 2013 8:00 am

I would have some additions:
It´s not "herrs and fraulines". That´s like saying "gentlemans and womans". Try "Damen und Herren" to be polite and grammatically correct with german.
Tier II and Tier III constructors should make less mistakes. After all, they´re more advanced.
Also, i think one should be able to put extra blocks to go along with the core like additional energy generators.
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Re: Idear(s)

Post by Chairman_Tiel » Wed Jan 30, 2013 8:20 am

Ivan2006 wrote:I would have some additions:
It´s not "herrs and fraulines". That´s like saying "gentlemans and womans". Try "Damen und Herren" to be polite and grammatically correct with german.
Tier II and Tier III constructors should make less mistakes. After all, they´re more advanced.
Also, i think one should be able to put extra blocks to go along with the core like additional energy generators.
Danke Ivan. I will alter OP.

I'll add the less-errors part to my post, that seems like a good idea, but I'm not sure what you mean by additional blocks to go along with the core. Probably my fault for not explaining it, but after you have the Core you have your weapons and logistics modules, the latter being physical blocks wired up to the Core. To modify your idea a bit, you should be able to place a Light, Medium, Heavy, or Advanced Auxilliary Generator blocks that take up their respective weapon slots on the ships. When wired up, you end up with one or two less weapons but a surplus of power that can be used towards logistics modules. In this way it'd be feasible to create 'squishy wizard' ships, or perhaps a ship that's damn near indestructible with four auxilliary generators powering its armor and shields, but only having a measly turret for offense.
[spoiler]Image[/spoiler]

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Re: Idear(s)

Post by Ivan2006 » Wed Jan 30, 2013 8:32 am

Tiel wrote:
Ivan2006 wrote:I would have some additions:
It´s not "herrs and fraulines". That´s like saying "gentlemans and womans". Try "Damen und Herren" to be polite and grammatically correct with german.
Tier II and Tier III constructors should make less mistakes. After all, they´re more advanced.
Also, i think one should be able to put extra blocks to go along with the core like additional energy generators.
Danke Ivan. I will alter OP.

I'll add the less-errors part to my post, that seems like a good idea, but I'm not sure what you mean by additional blocks to go along with the core. Probably my fault for not explaining it, but after you have the Core you have your weapons and logistics modules, the latter being physical blocks wired up to the Core. To modify your idea a bit, you should be able to place a Light, Medium, Heavy, or Advanced Auxilliary Generator blocks that take up their respective weapon slots on the ships. When wired up, you end up with one or two less weapons but a surplus of power that can be used towards logistics modules. In this way it'd be feasible to create 'squishy wizard' ships, or perhaps a ship that's darn near indestructible with four auxilliary generators powering its armor and shields, but only having a measly turret for offense.
Let´s have Mackeroth decide about that...
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Re: Idear(s) <TEXTWALL WARNING>

Post by Chairman_Tiel » Wed Jan 30, 2013 8:38 am

Well, technically my idea writeup. You are right in that it's ultimately up to him if he decides to assimilate my idears, but until he reads this topic I think I can alter it to address problems people like you find with it to better suit the interests of the community <:)
[spoiler]Image[/spoiler]

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Re: Idear(s) <TEXTWALL WARNING>

Post by  ҉  » Wed Jan 30, 2013 9:04 am

...How long did it take to type that?
;.'.;'::.;:".":;",,;':",;

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Re: Idear(s) <TEXTWALL WARNING>

Post by Keon » Wed Jan 30, 2013 9:14 am

Some is copypasted.
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Re: Idear(s) <TEXTWALL WARNING>

Post by Chairman_Tiel » Wed Jan 30, 2013 9:18 am

The last three categories are copypasta from my previous ideas modified to suit the top parts which took me ~three hours to type up last night c:

Hopefully it'll be worth it - If we can all agree to a single set of ideas Mackeroth can update the OP with them and the same concepts won't have to be discussed one bajillion times.
[spoiler]Image[/spoiler]

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Re: Idear(s) <TEXTWALL WARNING>

Post by Keon » Wed Jan 30, 2013 9:30 am

Alright, I don't like the way minerals work in your system. I like the idea of having more, but I don't like that it's dependant on the ship core, because that's for ships, not minerals.
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Re: Idear(s) <TEXTWALL WARNING>

Post by Chairman_Tiel » Wed Jan 30, 2013 9:43 am

It isn't dependent on the ship core. That's just for finding minerals in rocks when you don't have an Extractor block on hand, which greatly surpasses the Core's built in analyzing function in every feasible way; it also has the ability to 'extract' minerals from blocks using a mineral as a template and even working with other Extractors in conjunction to process tasks faster.

The Extractor is to the Core as the workbench is to the inventory's crafting space.
[spoiler]Image[/spoiler]

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Re: Idear(s) <TEXTWALL WARNING>

Post by Keon » Wed Jan 30, 2013 9:56 am

Tiel wrote:It isn't dependent on the ship core. That's just for finding minerals in rocks when you don't have an Extractor block on hand, which greatly surpasses the Core's built in analyzing function in every feasible way; it also has the ability to 'extract' minerals from blocks using a mineral as a template and even working with other Extractors in conjunction to process tasks faster.

The Extractor is to the Core as the workbench is to the inventory's crafting space.
Yeah, I just object to the core being the inventory crafting space at all.
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Re: Idear(s) <TEXTWALL WARNING>

Post by joykler » Wed Jan 30, 2013 11:23 am

will we get some of our ships on templates

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