Research

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Ivan2006
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Research

Post by Ivan2006 » Mon Apr 01, 2013 10:50 am

It appeared to me that one factor of the Futurecraft design was completely left out:
The research system.
It was decided in the old forum that devices would require technology that would require research.
As far as I can tell, the only topic about this has died due to us moving to the new forum.
[url=http://futurecraft.forumotion.com/t1433-research-idea]link[/url]
...well, search function has revealed that there actually was another old topic with a quite raw idea by Mackeroth that died after 12 posts [url=http://futurecraft.forumotion.com/t273-research-my-plan]link[/url]
Here is my research idea as of the latest state of discussion (I regularily updated the OP)
Spoiler:
To prevent people from just googleing the recipes for what should be researched, we should do it like Thaumcraft and make the completed research required to craft the item at all.

In order to research, you first need NPCs (not the villagers, the ones FC will use to do stuff like man your ship) and use [insert some fitting item here] on them to turn them into scientists.

Once you have your scientists, you need to provide them with stuff like: an area to work, research devices, materials, (later) energy and something to store their research results in.

Once a research is complete, you can enter a GUI on the "data-storage-thing" (which might have different versions, like a bookcase to get started at all and for more complex stuff you would need something like a data storage computer) and get yourself blueprints (required for advanced crafting) for stuff made available for crafting by research or copy an entire technology and paste it in the technology storage of another lab. This could also be used for technology-trade. You could also use blueprint folders where you can put several blueprints at once to avoid inventory jamming. You may also store several blueprints/technologies at once in a digital data storage device (maybe different kinds, like floppy disc, CD, or data pad which allows for viewing the stuff on it like on paper without a computer) which have limited memory (different for various types of data storage) while each tech/blueprint takes up a certain ammount of memory.

Research projects would be split into 3 categories:
1.)Basic/general research: Basically you research the technology, requires completely differnt things, depending on research. Produces technology to climb the tech tree/web (whatever it´s gonna become)
2.)Device research: You use your technology to unlock crafting recipes. Requires certain basic research and unlock of all components. Might require materials and assembling devices for prototypes. Each gives you exactly 1 unlocked crafting recipe. Modular stuff would not need to be researched individually, insteads you need only 1 device research for the item category (e.g. planes) as 1 research for each possibility would be too much work.
3.) Reverse-engineering: If you uncover some ancient alien artifact or something similar you can give it to your scientists and let them do research on it. Once the research is complete, you will get a boost in both basic and device research towards the machine you uncovered. However, if you already have that machine researched, you won´t get any new information out of it.

There would be 2 research modes for labs:
In manual mode you select each researched technology seperately.
In auto-research mode the scientists research random things which have their requirements fulfilled. You would also be able to tell your scientists of a lab (maybe configurable with a black wall- like thing you put on the wall in the lab) to focus on certainthings, like only do device research of computer-stuff or general research on Plasma tech, allowing for specialisation of both your faction and specific labs.
Have fun with restarting the discussion!
PS: Some moderator please sticky this, it´s a major part of the FC-plan after all and didn´t have enough discussion to be implemented in its current state at all.
In fact, Mackeroth even forgot about it in his epic to-do-list of epicness.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
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Daynel wrote: you can talk gay and furry to me any time
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Keon
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Re: Research

Post by Keon » Mon Apr 01, 2013 4:48 pm

In addition, Crafting needs to be simplified to "Have the materials and the Research", to save time and effort.
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fr0stbyte124
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Re: Research

Post by fr0stbyte124 » Mon Apr 01, 2013 4:52 pm

No way, it should be much more complicated.
People love complicated crafting.

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Re: Research

Post by Chairman_Tiel » Mon Apr 01, 2013 5:09 pm

fr0stbyte124 wrote:No way, it should be much more complicated.
People love complicated crafting.
I am going to assume this is in the spirit of april fools.
[spoiler]Image[/spoiler]

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Re: Research

Post by fr0stbyte124 » Mon Apr 01, 2013 5:18 pm

Assume all you like, but it's going to be awesome.

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Re: Research

Post by Ivan2006 » Wed Apr 03, 2013 8:00 am

fr0stbyte124 wrote:No way, it should be much more complicated.
People love complicated crafting.
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
...
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Keon
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Re: Research

Post by Keon » Wed Apr 03, 2013 8:09 am

-14
- I can be reached as ducky215 on minecraft forums -

Ivan2006
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Re: Research

Post by Ivan2006 » Wed Apr 03, 2013 8:12 am

Keon wrote:-14
still 4 in the positive! :tongue:
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Iv121
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Re: Research

Post by Iv121 » Wed Apr 03, 2013 9:17 am

-4 , fixed for you no need to thank me <3 .
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Ivan2006
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Re: Research

Post by Ivan2006 » Wed Apr 03, 2013 11:09 am

Frostbyte will make you have complicated 3D and 9x9 crafting as well as steve´s carts-style modular crafting.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Research

Post by Iv121 » Wed Apr 03, 2013 11:25 am

Hey man you know how I plan to make fighter crafting ? You pick a model and get a giant crafting greed in the shape of it, hf with it :) (Yea that's what I plan to suggest, put wires in and stuff as if you were building it out of real blocks, allows to make unique ships even with a limited set of entities)
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Re: Research

Post by fr0stbyte124 » Wed Apr 03, 2013 11:36 am

The way I think it is going to work is you craft the modules separately and then assemble them in the real-world. I don't like the idea of giant crafting tables. It made sense for minecraft because there a small number of items and the recipes looked enough like the item that you could guess at how to make them. How often do you see a FTB recipe that looks like anything? I don't agree with FlowerChild a lot of the time, but I think he was right on this. Minecraft shouldn't have to be played from a menu.

@Ivan2006
The joke from back in the day was that a 3D grid wouldn't be good enough for us, so we should cut out the middle man and go straight to 6D.

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Re: Research

Post by Iv121 » Wed Apr 03, 2013 11:54 am

I didn't mean to have a RECIPIE for ships, I meant having you build the ship from parts like wires, armor plating and different weapon and engine parts as if the ship was actually a real blocky one. All of those can effect statistics making even fighters unique even though they have only a limited set of entities.
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Re: Research

Post by fr0stbyte124 » Wed Apr 03, 2013 12:06 pm

It's possible you could derive variations on modules from the components you use to craft them, but I think it still needs to be modular. For instance, you have your fuel injector and coils and power regulator and other stuff, and you put it all together and it makes an engine module, but that engine can fit on any vehicle chassis of that category and the socket points on the models have a matching appearance so everything looks like it fits together.

Does that sound about like what you were thinking?

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Re: Research

Post by Iv121 » Wed Apr 03, 2013 2:28 pm

Yea it's not a problem to divide that crafting net into modules, I'm just suggesting giving more freedom about the stats of the fighter aloowing the player to have what he wants in it.
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