| FTL travel | |
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+18Falthron NickTheNick Inca Immortal_Dragon Darkgamma doom3607 The Uteen Tenebrarum US_of_Alaska Xenopologist GamerXA eumesmo Darkov Albalrogue ~sciocont Invader Commander Keen Darth Invader 22 posters |
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Darth Invader
Posts : 3 Reputation : 0 Join date : 2010-09-24
| Subject: FTL travel Wed Sep 29, 2010 2:11 pm | |
| Once you're in space will FTL be researchable? Also if there is FTL travel could there be multiple forms of it? | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Wed Sep 29, 2010 2:36 pm | |
| Yes, FTL travel will be possible, but I don't see why multiple methods would be needed, unless they are substantialy different (ie. jump gates and warp drives) | |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: FTL travel Wed Sep 29, 2010 7:12 pm | |
| It definitely should be if you plan on getting places efficiently. I guess there could be different ways of doing it- like, different fuels. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Wed Sep 29, 2010 9:50 pm | |
| - Darth Invader wrote:
- Once you're in space will FTL be researchable? Also if there is FTL travel could there be multiple forms of it?
We should include all possible ways to travel FTL. At least, all that we want. There are several different ideas. | |
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Albalrogue Learner
Posts : 143 Reputation : 0 Join date : 2010-09-26 Age : 32 Location : France
| Subject: Re: FTL travel Thu Sep 30, 2010 11:51 am | |
| What does FTL mean? I suppose it's "faster than light", am I right? | |
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Darkov Newcomer
Posts : 58 Reputation : 1 Join date : 2010-09-23
| Subject: Re: FTL travel Thu Sep 30, 2010 1:07 pm | |
| - Albalrogue wrote:
- What does FTL mean? I suppose it's "faster than light", am I right?
yes | |
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Albalrogue Learner
Posts : 143 Reputation : 0 Join date : 2010-09-26 Age : 32 Location : France
| Subject: Re: FTL travel Thu Sep 30, 2010 1:11 pm | |
| Okay. - InvaderZim wrote:
- It definitely should be if you plan on getting places efficiently. I guess there could be different ways of doing it- like, different fuels.
Hmmm... I don't think that any fuel could make a ship go faster than light (antimater engines would make a ship go at about 15000 km/s, quite slow against the light). But thats just me being annoying. | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Thu Sep 30, 2010 1:19 pm | |
| - Quote :
- It definitely should be if you plan on getting places efficiently. I guess there could be different ways of doing it- like, different fuels.
Leveling up a warp technology should cover it. - ~sciocont wrote:
- We should include all possible ways to travel FTL. At least, all that we want. There are several different ideas.
What's the point in including five different technologies if they all do the same? The player is not really going to see how they work, and having five clones of the same tech is just going to be more work. Maybe two highly different ways could be implemented, but still that could be unlocked just by leveling up the tech. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Thu Sep 30, 2010 5:12 pm | |
| - Commander Keen wrote:
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- Quote :
- It definitely should be if you plan on getting places efficiently. I guess there could be different ways of doing it- like, different fuels.
Leveling up a warp technology should cover it.
- ~sciocont wrote:
- We should include all possible ways to travel FTL. At least, all that we want. There are several different ideas.
What's the point in including five different technologies if they all do the same? The player is not really going to see how they work, and having five clones of the same tech is just going to be more work. Maybe two highly different ways could be implemented, but still that could be unlocked just by leveling up the tech. Because they could be achieved in different ways, have different efficiencies, and be completely different ideas. | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: FTL travel Fri Oct 01, 2010 6:14 pm | |
| like alcuberie drive and hyperspace jumps.. this is a good thing to add levels, until lets say level 3 you can only sand probes, and spaceships only come in higher levels, for starters, they are unreliable probes (though the level for piloting could be 2 or 1 according to how your species behaved | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Sat Oct 02, 2010 6:04 am | |
| - ~sciocont wrote:
- Because they could be achieved in different ways, have different efficiencies, and be completely different ideas.
But this does not apply only to FTL, there are many technologies that can be branched like that. Applying this to every research can leave us two times bigger tech tree, and doing it only for FTL seems just bad. We need to do some generalization, or we might as well spend the eternity doing tech tree. | |
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GamerXA Regular
Posts : 285 Reputation : 12 Join date : 2010-07-06 Age : 36 Location : Australia, Queensland
| Subject: Re: FTL travel Sat Oct 02, 2010 7:04 am | |
| Possible ways of FTL travel that I can think of at 9 or 10 at night after a long travel: - Alcubierre Drive (creating a 'Warp' Bubble in normal space)
- Artificial Wormhole Creation (pretty much self explanatory, might not count)
- Hyperspace Travel (traveling in 'Subspace' or 'Hyperspace')
Most of these don't actually have the craft itself traveling FTL. They just seem to shorten the time in transit between the two places. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Sat Oct 02, 2010 10:02 am | |
| - GamerXA wrote:
- Possible ways of FTL travel that I can think of at 9 or 10 at night after a long travel:
- Alcubierre Drive (creating a 'Warp' Bubble in normal space)
- Artificial Wormhole Creation (pretty much self explanatory, might not count)
- Hyperspace Travel (traveling in 'Subspace' or 'Hyperspace')
Most of these don't actually have the craft itself traveling FTL. They just seem to shorten the time in transit between the two places. There's also teleportation and i think a few others. - eumesmo wrote:
- like alcuberie drive and hyperspace jumps.. this is a good thing to add levels, until lets say level 3 you can only sand probes, and spaceships only come in higher levels, for starters, they are unreliable probes (though the level for piloting could be 2 or 1 according to how your species behaved
Levels for this technology would probably involve the speed and efficiency of the technology itself. | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Sat Oct 02, 2010 11:23 am | |
| You still haven't ansewer this, Scio: - Commander Keen wrote:
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- Quote :
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- Quote :
- What's the point in including five different technologies if they all do the same?
Because they could be achieved in different ways, have different efficiencies, and be completely different ideas. But this does not apply only to FTL, there are many technologies that can be branched like that. Applying this to every research can leave us two times bigger tech tree, and doing it only for FTL seems just bad.
We need to do some generalization, or we might as well spend the eternity doing tech tree. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Sat Oct 02, 2010 11:25 am | |
| - Commander Keen wrote:
- You still haven't ansewer this, Scio:
- Commander Keen wrote:
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- Quote :
-
- Quote :
- What's the point in including five different technologies if they all do the same?
Because they could be achieved in different ways, have different efficiencies, and be completely different ideas. But this does not apply only to FTL, there are many technologies that can be branched like that. Applying this to every research can leave us two times bigger tech tree, and doing it only for FTL seems just bad.
We need to do some generalization, or we might as well spend the eternity doing tech tree. Of course things will be brabched. The tech tree will probably be the most complex hard-coded asset in our entire game, excluding possibly auto-evo and the editors. | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Sat Oct 02, 2010 11:38 am | |
| You really want to complicate the techtree just to have more techs, when you can generalise it? I don't mind fundamentaly different things like Fire and Metalworking, but having Slingshot, Bow, Crossbow, Arbalest and more instead of just Ranged weapons, or Ballista, Catapult, Mangonel, Trebuchet, Stonethrower instead of Siege Weapons, that seems superfluous. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Sat Oct 02, 2010 12:10 pm | |
| - Commander Keen wrote:
- You really want to complicate the techtree just to have more techs, when you can generalise it? I don't mind fundamentaly different things like Fire and Metalworking, but having Slingshot, Bow, Crossbow, Arbalest and more instead of just Ranged weapons, or Ballista, Catapult, Mangonel, Trebuchet, Stonethrower instead of Siege Weapons, that seems superfluous.
You make a good point. All these weaopns should not be different researches. They are all simple machines, and the player can create them with the TE. | |
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Xenopologist Learner
Posts : 107 Reputation : 3 Join date : 2010-08-07
| Subject: Re: FTL travel Sat Oct 02, 2010 6:56 pm | |
| Perhaps new techs should simply unlock new parts for the Tech Editor? Researching "motor" would enable the addition of motors to pieces of tech created within the editor, with all that that entails. The tech tree would be fixed, but what the player could use it for would be unlimited. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: FTL travel Sat Oct 02, 2010 7:25 pm | |
| - Xenopologist wrote:
- Perhaps new techs should simply unlock new parts for the Tech Editor? Researching "motor" would enable the addition of motors to pieces of tech created within the editor, with all that that entails. The tech tree would be fixed, but what the player could use it for would be unlimited.
I think that's a good idea, each technology could pertain to a fuction part. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: FTL travel Sat Oct 02, 2010 9:45 pm | |
| - ~sciocont wrote:
- Xenopologist wrote:
- Perhaps new techs should simply unlock new parts for the Tech Editor? Researching "motor" would enable the addition of motors to pieces of tech created within the editor, with all that that entails. The tech tree would be fixed, but what the player could use it for would be unlimited.
I think that's a good idea, each technology could pertain to a fuction part. Each research. And i think that is a fairly safe idea, having construction researches pertain to a function part, and societal researches to something in the NE. But i don't agree with what was said about the weapons. I do not know how to make a catapult or ballista that works well. I don't want to have to. I want a FP that does this for me, i just have to put it on a trolley or a siege tower or a defensive building. And what about when we get to things like guns? Are we going to just have gunpowder and make the player build everything from the matchlock up? That's ridiculous. | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: FTL travel Sat Oct 02, 2010 9:57 pm | |
| improvements would had to be done, and i agree with alaska that we cannont generalize everything, or we could make snipers once we had gunpowder... i think we need to find a mid-term between generalization and specification. where you can research ranged tools, but then need other researches to unlock tech parts needed for certain things, being those new and/or improvements to the tech... | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: FTL travel Sun Oct 03, 2010 2:20 am | |
| - US_of_Alaska wrote:
- Each research. And i think that is a fairly safe idea, having construction researches pertain to a function part, and societal researches to something in the NE.
Also it should unlock premade Tech objects. - US_of_Alaska wrote:
- But i don't agree with what was said about the weapons. I do not know how to make a catapult or ballista that works well. I don't want to have to. I want a FP that does this for me, i just have to put it on a trolley or a siege tower or a defensive building. And what about when we get to things like guns? Are we going to just have gunpowder and make the player build everything from the matchlock up? That's ridiculous.
You know, premade Tech objects, just place them where you want your already complete mechanism to be. Also, manually built Tech objects would be only 2-6 FPs. So, in your example, you would have Matchlock and Barrel. That's all, everything after that would be optional. BTW, the whole Siege weapons argument was about we should not make researches for everything, but generalise it instead. - Quote :
- improvements would had to be done, and i agree with alaska that we cannont generalize everything, or we could make snipers once we had gunpowder...
That's why levels are needed. Discovering firearms would give you inaccurate short range weapons. You would need to level up the technology to have enough range, accuracy and damage allowing long range shooting. (And while we are at it, heavy crossbow "snipers" existed in Middle Ages, with effective range of about 600m). | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: FTL travel Sun Oct 03, 2010 10:27 am | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: FTL travel Sun Oct 03, 2010 5:09 pm | |
| - Commander Keen wrote:
- You know, premade Tech objects, just place them where you want your already complete mechanism to be.
Also, manually built Tech objects would be only 2-6 FPs. So, in your example, you would have Matchlock and Barrel. That's all, everything after that would be optional.
BTW, the whole Siege weapons argument was about we should not make researches for everything, but generalise it instead. Yes, but giving premade Tech Objects an advantage over player-made TOs is negating the goal of this game: freedom. Having the player make a basic firearm (it's a bit much to expect them to make anything else) is understandable. But you're saying that it's optional to have everything beyond that, and the player has to create them? I hope you mean with FPs... It does need to be generalised, but there needs to be FPs for siege weapons. Expecting players to make a ballista bow or a catapult mechanism is a bit much. | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: FTL travel Mon Oct 04, 2010 9:48 am | |
| pre-made objects would be available, though they would be more inefficient then the same thing made by the player | |
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