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Holomanga

Most users ever online was 33 on Sun Nov 14, 2010 9:51 am
2011: A look back
Sun Jan 01, 2012 7:29 pm by ~sciocont
I'm not one to celebrate the new year much- where I live, It just means four months of freezing weather and little daylight- but I'd like to take a look back at what we as a community have done in 2011, and peer forward into 2012. At times our project seems awash in uncertainty, and I think we might never reach our goals. It's at times like this when I stop to think about what Thrive has …

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 FTL travel

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Darth Invader



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PostSubject: FTL travel   Wed Sep 29, 2010 1:11 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
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PostSubject: Re: FTL travel   Wed Sep 29, 2010 1:36 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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InvaderZim
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PostSubject: Re: FTL travel   Wed Sep 29, 2010 6:12 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
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PostSubject: Re: FTL travel   Wed Sep 29, 2010 8:50 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
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PostSubject: Re: FTL travel   Thu Sep 30, 2010 10:51 am

What does FTL mean? I suppose it's "faster than light", am I right?
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Darkov
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PostSubject: Re: FTL travel   Thu Sep 30, 2010 12:07 pm

Albalrogue wrote:
What does FTL mean? I suppose it's "faster than light", am I right?

yes
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Albalrogue
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PostSubject: Re: FTL travel   Thu Sep 30, 2010 12:11 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
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PostSubject: Re: FTL travel   Thu Sep 30, 2010 12:19 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
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PostSubject: Re: FTL travel   Thu Sep 30, 2010 4:12 pm

Commander Keen wrote:
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
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PostSubject: Re: FTL travel   Fri Oct 01, 2010 5:14 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
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PostSubject: Re: FTL travel   Sat Oct 02, 2010 5:04 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
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PostSubject: Re: FTL travel   Sat Oct 02, 2010 6:04 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
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PostSubject: Re: FTL travel   Sat Oct 02, 2010 9:02 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
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PostSubject: Re: FTL travel   Sat Oct 02, 2010 10:23 am

You still haven't ansewer this, Scio:

Commander Keen wrote:
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.
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~sciocont
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PostSubject: Re: FTL travel   Sat Oct 02, 2010 10:25 am

Commander Keen wrote:
You still haven't ansewer this, Scio:

Commander Keen wrote:
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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