Droppods

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Keon
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Droppods

Post by Keon » Mon Feb 18, 2013 2:13 pm

What happens when a drop pod lands? Should it cause an explosion around it from the impact? Should it break beforehand and then just sit there? Should it land safely and destroy itself when it lands?

OPINIONS NEEDED.

Also, the singleplayer servers annoy me.
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 ҉ 
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Re: Droppods

Post by  ҉  » Mon Feb 18, 2013 2:40 pm

EHRMAHGERD IS THAT PROGRESS I SEE!?!?

There could be a couple of types of pod. Some actually hit the ground and then the person climbs out. Those could either cause a small explosion or just penetrate a few blocks. Another kind could separate just before landing, splitting into two halves a few blocks up and releasing the occupant.
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Tunnelthunder
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Re: Droppods

Post by Tunnelthunder » Mon Feb 18, 2013 3:02 pm

I agree with jedi options are always nice.

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Re: Droppods

Post by joykler » Mon Feb 18, 2013 3:10 pm

that would be awsome

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Re: Droppods

Post by Prototype » Mon Feb 18, 2013 3:20 pm

That reminds me, I am getting progress on a 2.0 of the dropped model.

Also did the model I sent you a while ago work (I can't tell if the one in the picture is it, it is the same size, but there are a few differences), because I need to know if the stuff that I'm extracting from techne works with this, before I do any more complex models, I need to know if the basic one works.

Of course even if the conversion from the .java file techne churns out to the ingame code works fine, some parts may not end up where they are meant to be, but I don't know if this will happen, if it does, I am pretty good at correcting this, but I'll need a copy of the code.
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Keon
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Re: Droppods

Post by Keon » Mon Feb 18, 2013 3:28 pm

I made my own, yours for some reason was being weird.
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Re: Droppods

Post by Prototype » Mon Feb 18, 2013 3:29 pm

What sort of weird, not showing up or everything all over the place?

I think the model might need to be sorted out after the code is finished, that way I can continuously test it, that way the fins thing will be better
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Re: Droppods

Post by fr0stbyte124 » Mon Feb 18, 2013 3:40 pm

How many varieties of drop pods do we actually need? They all do pretty much the same thing anyway, and from what I've gathered, surviving ship destruction only to land on an uninhabited planet may not really be preferable to dying. If they could actually use FTL and get you where you need to go, that would be one thing, but as it stands, drop pods seem more like decoration than practical tool.

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Re: Droppods

Post by Prototype » Mon Feb 18, 2013 3:43 pm

Different sizes might be a good idea, I've drawn up 1x1, 2x2 and 3x3 designs (the one in the picture should be a 2x2 amirite?) but I think they should work the same, just hold different amounts of people/cargo
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Re: Droppods

Post by fr0stbyte124 » Mon Feb 18, 2013 3:49 pm

Hmm, that's an interesting idea. What if drop pods also took the role of shiping containers, and could be fitted either for personel transport or gutted to make room for more cargo. This could also fit into things like magnetic catapults like the sort we might deploy on the moon, or space elevators.

If we are assuming there is no magic bullet to make large vessels efficiently handle planetfall, this would be a particularly plausible way of moving cargo about. It would also justify a lot more interesting range of functionality and details than simple escape pods. I'm quite liking this idea.

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Re: Droppods

Post by Prototype » Mon Feb 18, 2013 3:55 pm

Yeah, a shipping catapult would be a good idea, or you could load it with rocks and have a makeshift WMD (anyone here read the moon is a harsh mistress?)
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Re: Droppods

Post by Ivan2006 » Mon Feb 18, 2013 4:17 pm

It should also be noted that dropposd can be used as a way of getting your troops onto a planet. (see HEV from Halo)
Also, as said, one could use cargo-droppods to deliver supplies or maybe even vehicles to ground forces.
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Keon
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Re: Droppods

Post by Keon » Mon Feb 18, 2013 5:56 pm

So far, I want to have:

Ridable droppods
Supply droppods (Chest inventory)
Mob droppods/robot troop droppods.
TNT droppods
Cake droppods. Because why not.

I need more uses. I've been thinking if there's a way to get them to construct a custom structure on landing.

As for uses, escape of course, as well as sending reinforcements to battles on the surface, or dropping supply onto a planet for ground troops to use.
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Re: Droppods

Post by fr0stbyte124 » Mon Feb 18, 2013 6:13 pm

Most of the large manufactured items won't be storable in chests, so it will make sense for a hauling ship to have lots of these pods.

As for landing, it will probably depend on the nature of the pod. Escape pods and emergency drop pods will probably just crater. Shiping pods should probably have some sort of deceleration method and land on a landing pad or some other sort of catching system.

We might want a special pod for marine boarding parties, which can attatch to ships and drill through the hull, though likely a normal ship would be better suited for that.

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Re: Droppods

Post by cats » Mon Feb 18, 2013 6:33 pm

Well,
-escape pods
-armored droppods
-cargo pods
-supply pods
-Heavy droppods (mechsuits, heavy armors)
-Vehicle droppods (vehicles, mechs, etc.)
-pod gumbo, pod salad, boiled pod...

It could be done with just a few sizes that you can edit, add armor or a gun case or something, to make it fit into its niche.
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