| Function Part Discussion | |
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+14penumbra espinosa Jimexmore Aiosian_Doctor_Xenox Thriving Cheese FunnyGames Holomanga untrustedlife Raptorstorm WilliamstheJohn Sundu US_of_Alaska Daniferrito NickTheNick Tarpy 18 posters |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:04 am | |
| Wait, no one can think of any purpose for pulleys? | |
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Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:18 am | |
| Moving heavy amounts of compounds up and down. Thats actually all pulleys are used IRL anyway. However, with a stairyou can alredy do that, arbeit at amuch slower rate.
Now that i think of it, lifts/elevator use a pulley to transmit their force from the motor. Not sure if we want elevator in the game anyway. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:22 am | |
| What do you mean by using stairs to lift objects?
Yeah I don't think we will need elevators or lifts. | |
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Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:34 am | |
| If you have a bunch of bricks you have to get on top of a building, you can just walk up the stair with them. Using a pulley would allow you to get them up faster.
However, i dont think we will even simulate that. Once compounds get to a building, they will just be added to the building stockpile and avaible to use anywhere on the building. So even though pulleys are usefull, we are not going to simulate to a level we need them, so we can just skip them. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:38 am | |
| Oh okay, I see what you mean, pulleys are null then. | |
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Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Function Part Discussion Wed May 22, 2013 12:55 am | |
| Thats what i said.
I've looked at the descriptions, and there is something else to add. Radioactive materials and antimatter need to be sealed as well (Actually, all energy fields will be sealed anyway, so antimatter doesent matter (no pun intended)). For radioactive materials the sealing is important so it doesent spill out radiation. There is no pount in covering part of it in metal if you leave a gap open. | |
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Tarpy Strategy Team Lead
Posts : 337 Reputation : 23 Join date : 2013-03-08 Location : Here
| Subject: Re: Function Part Discussion Sat May 25, 2013 1:52 pm | |
| Hello again! Exam season is finally over (at least for me)!
That's why I come back here, to check out what happened for the past few weeks and start contributing again. I want to rekindle this thread, since I can see it kind of lost interest. You seem to have discussed quite some FP's while I was absent. Can someone please give me a post containing all of the info on the FP's you have discussed so I can update the description and we can continue the discussion? | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Sat May 25, 2013 2:26 pm | |
| I already updated the OP while you were gone for hammers and containers. Also, it's less of a loss of interest and more of a beginning of exams on my part. Everything we decided upon is in the OP for the hammer and container descriptions. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Sat May 25, 2013 7:35 pm | |
| So, if pulleys are discarded, should we move on to cages? | |
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Tarpy Strategy Team Lead
Posts : 337 Reputation : 23 Join date : 2013-03-08 Location : Here
| Subject: Re: Function Part Discussion Sat May 25, 2013 7:45 pm | |
| We should.
They would be used for storing and capturing creatures. However, cages that hold stronger creatures need to be made from sturdier materials. Someone needs to elaborate this a bit more. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Sat May 25, 2013 7:54 pm | |
| I think we could even ignore sturdiness for simplicity's sake. We could just make it so that cages must be built out of construction materials, to prevent the player to make them out of water, sand, or silk. Then it will just be assumed that all creatures will be more or less secure in that cage. Also, the cage can only fit one organism each, and has to have enough room to fit that organism.
However, on the more important question, what would be some in-game purposes of cages? | |
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WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Function Part Discussion Sun May 26, 2013 3:23 am | |
| Making traps? If you want to catch a animal, yor units could make traps using cages. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Sun May 26, 2013 12:24 pm | |
| No traps are a different FP. | |
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WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Function Part Discussion Mon May 27, 2013 5:24 am | |
| - NickTheNick wrote:
- No traps are a different FP.
Okay, but its kind of strange to me, beacuse there are various traps which need to be made of something. | |
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Tarpy Strategy Team Lead
Posts : 337 Reputation : 23 Join date : 2013-03-08 Location : Here
| Subject: Re: Function Part Discussion Mon May 27, 2013 1:29 pm | |
| OK, here's what I think about cages:
They would be used to store organisms. To be able to store an org, the cage needs to be the same length, width and height as the creature it's designated to store.
If a cage is supposed to store an underwater creature and is placed on the surface, it would get the appearance of an aquarium.
That's all, I think. Anything else?
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Mon May 27, 2013 6:20 pm | |
| Again, these specifications will not be important if we can't think of any purposes for cages in game.
Also, the cage would need to be equal to or greater than the dimensions of the organism. | |
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Aiosian_Doctor_Xenox Learner
Posts : 196 Reputation : 5 Join date : 2013-05-27 Age : 34 Location : Kent
| Subject: Re: Function Part Discussion Tue May 28, 2013 10:04 pm | |
| I think I could help with that.
Perhaps a more scientific race would use cages to keep live specimens for captive study, or, for entertainment purposes, they could be expanded to be of fair size, and the sapients could make wildlife preserves, or aquariums and the like.
I'm a very inventive kind of person. In my mind, there is a function for everything. .3. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Tue May 28, 2013 10:18 pm | |
| Cages are different from zoos, which would hold organisms in captivity for entertainment. Having to use cages to study animals will give bad micro-management, and by the Strategy Mode studying individual organisms will not have much importance, and taking animals to captivity would use ropes, not cages. Wildlife preserves could not fit inside cages, they would be treated as completely differently.
This still means nothing for cages. If there are no ideas by tomorrow we should just move on. | |
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Aiosian_Doctor_Xenox Learner
Posts : 196 Reputation : 5 Join date : 2013-05-27 Age : 34 Location : Kent
| Subject: Re: Function Part Discussion Tue May 28, 2013 10:21 pm | |
| Well then, one cage by itself wouldn't be much, but a bunch grouped together could be used for storage, like the cages at a humane society. Basically, with the way you put it, I'm seeing them as components of larger things. Though they could be used by civilians like humans have portable kennels for things like cats dogs, birds, etc. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Tue May 28, 2013 10:26 pm | |
| Those aren't in game purposes. Of course there are uses for these things in real life, hence why they exist, but in a game many of these functions are not included. For example, there will not be any simulations of the inside of buildings showcasing animal abuse, such as the humane society, and so that is not a use for the cage. There would be no purpose in game for the player to create buildings that showcase animal abuse, thats just not a level of detail we are putting into the game. Also, personal pets won't be bothered with, and so cages don't matter for that either. | |
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Aiosian_Doctor_Xenox Learner
Posts : 196 Reputation : 5 Join date : 2013-05-27 Age : 34 Location : Kent
| Subject: Re: Function Part Discussion Tue May 28, 2013 10:42 pm | |
| Well, they could be used for interrogation, maybe. Perhaps with the right modifications, they could be quite effective for that. Kinda like a medieval crow's cage. .3. | |
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Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Function Part Discussion Tue May 28, 2013 11:11 pm | |
| I agree with moving on. The only use i can think for cages are as containers, and we alredy covered that.
So next one is a scythe. That would be used to harvest plants. The problem i see is which plants can be harvested by a scythe. If we get that kind of setled up, the other thing is how effective they are. that would just be a factor of how big the cutting part is. The longer, the faster it can harvest. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Tue May 28, 2013 11:11 pm | |
| Interrogations would also be too specific. Plus, even if that were included, there are already prison cells and dungeons for that.
EDIT: Ninja'd. I think scythes should only speed up plant harvesting, by, say, 100%? | |
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Aiosian_Doctor_Xenox Learner
Posts : 196 Reputation : 5 Join date : 2013-05-27 Age : 34 Location : Kent
| Subject: Re: Function Part Discussion Tue May 28, 2013 11:14 pm | |
| Well, scythes are mostly used for harvesting plants like grains, corn, things on stalks.
Also scythes with serrated blades could be used to increase efficiency with woodier/thicker stalks. | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Function Part Discussion Tue May 28, 2013 11:17 pm | |
| I think that is too much specification. Just 100% to all plant collection, unless there is some glaring exception I am missing.
Also, it should be able to be used as a weapon. | |
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