commanding your ships

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Phalanx
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Re: commanding your ships

Post by Phalanx » Thu Mar 14, 2013 10:27 am

I was thinking something like FTL, if you have played that game. Just FTL in first person, mind you.
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fr0stbyte124
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Re: commanding your ships

Post by fr0stbyte124 » Thu Mar 14, 2013 11:34 am

I've not played that. Could you elaborate?

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Re: commanding your ships

Post by Iv121 » Thu Mar 14, 2013 2:57 pm

I do not know what was written before me as reading all of the notes on this forum will literally take me ages so I will write my PoV on the issue and let you argue/rage as you always like :tongue: .

Human resources are ALWAYS a limitation no matter what you try to do in this mod and this one is no exception. You need a system that allows a control of 1 person because lets admit it there are many people who don't have friends and such and forcing co-operation on the would be unethical, bad for the player counts and won't end up good. I understand you want massivety and such but as much as I don't want to blow up the bubble at the current stage it is impossible. Instead another thing is possible - if you want to man the whole ships with human players only use the PvP hub matches with a setting of human players only.

In any other case one man per ship should be enough, allowing you to control the ship from the bridge through multiple interfaces depending on the needed stuff like a captain of a ship. In order to improve the multi-tasking it is possible to create 2 more stations for humans - gunnery officer and deck officer (my names for this thing) . The gunnery officer targets and orders the gunners , putting targets and priorities, the deck officer works on damage control and fluent system running. The captain in this case steers the ship and co-ordinates between the officers. I think that on small ships one man can do them all, on medium cruisers it might require a gunnery officer while bigger ships might need all 3. You can still run the ships without them just it might be harder, especially without gunnery.
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Re: commanding your ships

Post by joykler » Thu Mar 14, 2013 3:13 pm

thats almost my idea only i include more people i say six
because it would be very hard to navigate a very large ship like the ones you make by yourselve
especcialy when in battle

most ships could be flown by one
cruisers about three
and your massive dreadnaughts 6
and because massive dreadnaughts would be pretty standard the standard would be six
again two pilots
a captain a defence manager a status manager and a gps/communications manager

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Re: commanding your ships

Post by Iv121 » Thu Mar 14, 2013 3:29 pm

I don’t see the need for any other roles. I don't think people will enjoy sit and watch as the map in front of them updates ( Navigation officer or as you called it GPS manager) and it is barely possible to divide the work into 3 routes. Dividing into gunner and ship control makes sense but the deff and directional control division is totally unnatural and is probably there to barely give other humans any worthy role on the ship. Again if you want to man every single station there is the PvP hub.
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Re: commanding your ships

Post by joykler » Thu Mar 14, 2013 3:40 pm

each station can be taken over by the captain
and can you please use my names because i dont understand what you are saying
the gps and communications manager
has the important job to set the coordinats for space jumping
programm the autopilot
tell your faction where you are going
no it wouldnt be the most important job but if you did read it i would say its the standard
but this is what the occupation would look like most times
a pilot a status manager
a captain

to fly in a straight line without any incoming thins a captain could by himselve fly the thing
but when going off course two pilots are needed with vessels this large
because if somoene makes an mistake it isnt just that player that would lose something no a very big group would lose someting important
dividing the pilotting job and adding the gps and captain support system
makes multiple fail safes to prevent greivers and noobs getting behind the wheel and mess up the vessel
a noob could steer but when the system detects something dangerous you need a captain or a second pilot to support you

i dont think you read my first post or did you

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Re: commanding your ships

Post by Phalanx » Thu Mar 14, 2013 3:44 pm

fr0stbyte124 wrote:I've not played that. Could you elaborate?
It is a third person role-play- ish sandbox space sim- you command your ship like so: "Oh crap a hull breach, bob go fix it!) Hey joey, man the weapons so our weapons will recharge faster!! AAAHHH a solar flare run bill put out the fire!!! Yeah... watch this video. Also, why does it randomly replace things with hypersonic giraffe??
http://www.youtube.com/watch?v=P-SnIhpCm5w
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Re: commanding your ships

Post by  ҉  » Thu Mar 14, 2013 3:57 pm

Phalanx wrote:Also, why does it randomly replace things with hypersonic giraffe??
It doesn't. It only replaces space with hypersonic giraffe land.
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Re: commanding your ships

Post by fr0stbyte124 » Thu Mar 14, 2013 4:58 pm

Just say space like a normal person. ;)

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Re: commanding your ships

Post by Chairman_Tiel » Thu Mar 14, 2013 11:49 pm

Will the mod have space ships?
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Re: commanding your ships

Post by Keon » Sat Mar 16, 2013 11:34 am

I don't get it. Is this to do with the filter?
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Re: commanding your ships

Post by fr0stbyte124 » Sat Mar 16, 2013 9:37 pm

Tiel wrote:Will the mod have space ships?
No. This is just a texture pack.

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Re: commanding your ships

Post by Vinyl » Sat Mar 16, 2013 9:52 pm

fr0stbyte124 wrote:
Tiel wrote:Will the mod have space ships?
No. This is just a texture pack.
Will the texture pack be compatible with Alpha 1.0.9?
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Re: commanding your ships

Post by fr0stbyte124 » Sat Mar 16, 2013 9:53 pm

Everything but cobblestone.

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Re: commanding your ships

Post by Vinyl » Sat Mar 16, 2013 9:55 pm

fr0stbyte124 wrote:Everything but cobblestone.
That's fine, no one likes cobble anyway.
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