Ship Yards

There will be one stickied topic per feature in phase 2. Other discussion may take place on other topics if relevant.
Forum rules
-This forum is about the mechanics and framework of the content. NOT about the content itself, that belongs in phase 3. However, if content discussion creeps in because it is necessary, this is permissible.
User avatar
Iv121
Vice Admiral
Vice Admiral
Posts:2414
Joined:Fri Dec 07, 2012 3:40 pm
Affiliation:UTN
Location:-> HERE <-
Re: Ship Yards

Post by Iv121 » Tue Apr 02, 2013 9:53 am

Tiel rly ? please stop this we are not enemies here, while the topic is shipyards it changed just like in conversations. I consider off topic as someone who jump in in a middle of a let's say religion conversation and say "Hey did you see the new GTA 5 screenshots ? ". If ppl want the topic go back to shipyards they can ask.
They're watching ... Image

"I am forbidden tag" -CvN

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: Ship Yards

Post by Chairman_Tiel » Tue Apr 02, 2013 10:08 am

Then let's return to shipyards...
[spoiler]Image[/spoiler]

Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes

Re: Ship Yards

Post by Prototype » Tue Apr 02, 2013 10:27 am

How about some systems require special shipyards, but ships can just be built on the fly, but may lack some of te more advanced systems, that way if you got stuck anywhere, you could make a shuttle or something, and them go an make a dreadnought with the special shipyards, if any f that makes sense.

Or have different tech level shipyards (I think this has been discussed, but I'm a little late to the party) which is basically what I'm saying
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

User avatar
fr0stbyte124
Developer
Posts:727
Joined:Fri Dec 07, 2012 3:39 am
Affiliation:Aye-Aye

Re: Ship Yards

Post by fr0stbyte124 » Tue Apr 02, 2013 11:20 am

The idea of shipyards is that it gives PvP inclined players a way to entering combat without immediately losing weeks of work for their troubles. Everything else about shipyards is secondary to that purpose.

I think the tiered shipyards are a good idea, as is limiting what sort of tech can be reproduced at the facilities.

Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes

Re: Ship Yards

Post by Prototype » Tue Apr 02, 2013 12:08 pm

Slightly different to shipyards here, but might be relevant, what about weapon crafting facilities, that are also tiered, so for example, you would craft your weapon(s) with the weapon crafter, which can be attached to the ship yard, and then you can stick it to your ship, that way you could distinguish between military like shipyards and civilian ship yards, if that makes any sense, although you won't be able to stick a T5 weapon on a T1 ship.

Just an idea, all this would be is a glorified crafting bench, so you make your pew pew lasers guns, and then you can attach them to your ship in a ship yard, though I think engines and thrusters should be done within the ship yard, but can be stored.
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

Dr. Mackeroth
Designer
Designer
Posts:397
Joined:Fri Dec 07, 2012 11:59 pm
Affiliation:Alteran
Location:In the Holy Citadel of Altera

Re: Ship Yards

Post by Dr. Mackeroth » Wed Apr 03, 2013 3:55 am

fr0stbyte124 wrote:The idea of shipyards is that it gives PvP inclined players a way to entering combat without immediately losing weeks of work for their troubles. Everything else about shipyards is secondary to that purpose.

I think the tiered shipyards are a good idea, as is limiting what sort of tech can be reproduced at the facilities.
I thought it was the other way around. I thought that ship yards were designed to give Creative-players a chance to enter into PvP without fear of their beautiful creations being blown to pieces (because it is back-up on the store).

I personally think any sort of tiering system is a bad idea. Technological advances should feel more organic, and having the initial stages of Minecraft hard-wired with tiering is one thing I don't like about the game.
This is a signature.

joykler
Lieutenant
Lieutenant
Posts:462
Joined:Sat Jan 19, 2013 3:49 pm
Affiliation:mercenary
IGN:joykler

Re: Ship Yards

Post by joykler » Wed Apr 03, 2013 4:18 am

i agree

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: Ship Yards

Post by Chairman_Tiel » Wed Apr 03, 2013 6:51 am

Dr. Mackeroth wrote:
fr0stbyte124 wrote:The idea of shipyards is that it gives PvP inclined players a way to entering combat without immediately losing weeks of work for their troubles. Everything else about shipyards is secondary to that purpose.

I think the tiered shipyards are a good idea, as is limiting what sort of tech can be reproduced at the facilities.
I thought it was the other way around. I thought that ship yards were designed to give Creative-players a chance to enter into PvP without fear of their beautiful creations being blown to pieces (because it is back-up on the store).

I personally think any sort of tiering system is a bad idea. Technological advances should feel more organic, and having the initial stages of Minecraft hard-wired with tiering is one thing I don't like about the game.
You don't need a store for there to be a backup. When you make a ship at the shipyard it could generate a schematic or .owl file in a designated directory on the user's hard drive which could then be loaded up on visiting another shipyard or uploaded to the futurecraft site for sharing. A market within the game itself is simply unnecessary for that.
[spoiler]Image[/spoiler]

Instinct-XIV
Cadet
Cadet
Posts:45
Joined:Fri Dec 07, 2012 2:43 am
Affiliation:Xtreme gaming QC
IGN:InstinctXIV
Location:In the XGQ headquarters
Contact:

Re: Ship Yards

Post by Instinct-XIV » Wed Apr 03, 2013 7:23 am

Schematics should be used in a machine like the quarry in tekkit. It should do about the same thing but it build instead of destroying. the only thing that must be added is a screen showing the required materials needed and the ETA. Salvaging ships would have the normal quarry option to collect the ships debris. instead of going in space with a axe...
Image

Image

User avatar
fr0stbyte124
Developer
Posts:727
Joined:Fri Dec 07, 2012 3:39 am
Affiliation:Aye-Aye

Re: Ship Yards

Post by fr0stbyte124 » Wed Apr 03, 2013 11:13 am

Dr. Mackeroth wrote:
fr0stbyte124 wrote:The idea of shipyards is that it gives PvP inclined players a way to entering combat without immediately losing weeks of work for their troubles. Everything else about shipyards is secondary to that purpose.

I think the tiered shipyards are a good idea, as is limiting what sort of tech can be reproduced at the facilities.
I thought it was the other way around. I thought that ship yards were designed to give Creative-players a chance to enter into PvP without fear of their beautiful creations being blown to pieces (because it is back-up on the store).

I personally think any sort of tiering system is a bad idea. Technological advances should feel more organic, and having the initial stages of Minecraft hard-wired with tiering is one thing I don't like about the game.
I kind of see the Creative use and the PvP use to be the same thing. You build something once and then you don't lose all your work when it is lost, thus encouraging you to go exploring and take risks instead of hiding and living like a hermit.

Tiers probably weren't the right word. This was supposed to tie into the specialization tech trees we discussed before. High level tech would need a high level factory to fabricate on-site. But you can always build a ship at a more basic shipyard and get the missing pieces ordered separately from specialist manufacturers. Ship yards aren't a magic block, so much as a collection of factory pieces set up for fabricating and assembling large objects. They would follow the same rules as any other factory. Assuming we don't want to lock everything into being built to a pre-set design, this is the only way to do it. The interface should be smart enough to figure out from what you built what the factory is capable of making (though it's inferred from tracing the blocks/pipes, not from magic flags being set).

Actually, now that I think of it, we've never had a discussion on how shipyards or factories should be built. We probably all have completely different understandings of what the shipyard is actually supposed to be. Let's discuss that while we're here.
Also, we should get a second thread going specifically for factories and fabrication. That's going to be complicated enough by itself.

Crash Override
Lt. Commander
Lt. Commander
Posts:781
Joined:Fri Dec 07, 2012 5:00 pm
Affiliation:Darkstar Security CO
Location:Brazil.

Re: Ship Yards

Post by Crash Override » Wed Apr 03, 2013 4:43 pm

Laserbilly wrote:
Iv121 wrote:Contains your and other designs for quick rebuild / reproduction. Takes required materials and builds the ship.

Can publish your designs for sell. One can choose your design just like any other design or his design and build it. When he presses "build" he automatically pays you the sum you asked for. It is an open market so you can ask for any sum you want. It's up to the buyer to think if it's worth it. Designs can be submitted for "tests" to get some smexxy seals of approval (Which increases the price OFC) while paying some money for this.
I really like this idea (for obvious reasons), but what's to keep someone from taking your design and reselling it as their own? Does FC protect copyright, or is it a completely free market?

Selling ships FOR THE WIN! (^-^)/
" We explore... and you call us criminals. We seek after knowledge, and you call us criminals.We exist without skin color, without nationality, without religous bias... and you call us criminals.You build atomic bombs, you wage wars, you murder, cheat, and lie to us and try to make us believe it's for our own good, yet we're the
criminals.Yes, I am a crimial. My crime is that of curiosity."

EMPRAH * BRUVA

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: Ship Yards

Post by Chairman_Tiel » Wed Apr 03, 2013 5:11 pm

Yeah, sell ships, not schematics.
[spoiler]Image[/spoiler]

MrTargareyan
Ensign
Ensign
Posts:232
Joined:Wed Dec 12, 2012 2:23 pm
IGN:MrTargareyan

Re: Ship Yards

Post by MrTargareyan » Thu Apr 04, 2013 1:06 am

Ultimately if we sell schematics everyone will just play with the same ship. (probably lasers dreadnought or mackeroths I.c.c.s.s-I may have spelt that wrong.) Selling the ships individually would be a much better option as it encourages people to build their own ships; it would be fairly demoralising to build the ultimate dreadnaught just to find that everyone galaxy has one and your god ship is now completely useless :S

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: Ship Yards

Post by Chairman_Tiel » Sun Apr 28, 2013 7:02 am

I doubt it. Laser's and Mack's ships are easy on the eyes but they're not very practical.
[spoiler]Image[/spoiler]

ACH0225
Vice Admiral
Vice Admiral
Posts:2312
Joined:Sun Dec 09, 2012 10:21 pm
Affiliation:Strigiforme
IGN:ACH0225
Location:Cuuyth

Re: Ship Yards

Post by ACH0225 » Sun Apr 28, 2013 7:12 am

Then by laws of probability, someone will create the most efficient ship possible. Then everyone will have it, regardless of looks.
Image
fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
mfw brony images
Spoiler:
Image
Image
Image
Image

Post Reply