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Daniferrito

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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

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organism game underwater video biomes research editor stage wiki Gameplay music Thrive progress evolution planet tech tree creature cell prototype microbe auto space date Devblog concept
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Vehicle control function parts 5 5 1
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 Vehicle control function parts

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Commander Keen
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PostSubject: Vehicle control function parts   Wed Oct 06, 2010 3:10 pm

Again after input from Zotobom, I noticed there is something we haven't settled on yet. This time it is about vehicle control FPs, or cockpits and remote control.

Current concept (By Alaska):

FPs that need to be manned (like gun turret, driving controls, etc) should automatically add "Person" to the needed resources (In fact, in the Tech Editor, it might automatically add mannequins so that the player has an idea of the space they'll need). Also, when you are deploying a military unit from an SC, and you want to choose a TO for it to be equipped to, you could just choose the vehicle and the game would notify you "you need x amount of extra soldiers, is this okay? yes/no".


Last edited by Commander Keen on Thu Oct 07, 2010 2:43 pm; edited 2 times in total
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eumesmo
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PostSubject: Re: Vehicle control function parts   Wed Oct 06, 2010 4:04 pm

cockpits.... i think that if you don't have a part for it , it becomes a drone, but: the inner size of the ship must be limited by the outside size (unless you can make a tardis) and that outside size is limited by the size of the ship you can make (which will be growing accordingly to the advancements)

for the the beta i think we should not make the interior, it's more of a extra..., we could only add those parts....


btw, for making the inside and stuff, that will be covered by the editors, as well as building the outside of things like buildings will, right?
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US_of_Alaska
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PostSubject: Re: Vehicle control function parts   Wed Oct 06, 2010 4:20 pm

Commander Keen wrote:
Again after input from Zotobom, I noticed there is something we haven't settled on yet. This time it is about vehicle control FPs, or cockipts and remote control.

I had a concept on Sven's forums, but it wasn't too popular and now that his forums are down, I can't get it back exactly word by word, I can try though.

Basically, there would be roles crew members would be assigned to. There would be quite a variety of roles, but each vehicle will need at least two: driver and commander. Many TOs will need additional roles (weapons want gunners for example). A crew member can have any number of roles, but any more roles than one decrease his effectivity. In Org mode, player can play only as one crewmember at one time. I don't know if it would be a good idea to require Cockpit FP for crewmembers..

Unfortunately i can see why it was a little unpopular. I think simply having FPs that need to be manned (like gun turret, driving controls, etc) should automatically add "Person" to the needed resources (In fact, in the Tech Editor, it might automatically add mannequins so that the player has an idea of the space they'll need). Also, when you are ejecting a military unit from an SC, and you have to choose a TO for it to be equipped to, you could just choose the vehicle and the game would notify you "you need x amount of extra soldiers, is this okay? yes/no". Then your TOs would be exactly how you designed them, and require exactly how many they need, without having to micromanage each vehicle like you suggested.

@eumesmo: What about before drone technology?
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eumesmo
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PostSubject: Re: Vehicle control function parts   Wed Oct 06, 2010 4:33 pm

since i assume that it is easier to make a drone then to make FTL travel, i assume that exploration before that can folow the human concept with radio controled probes or a small crew in a few cases
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Tenebrarum
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PostSubject: Re: Vehicle control function parts   Wed Oct 06, 2010 4:52 pm

How about pre-industrial? A ship has no "cockpit" per se, the entire thing is a space to move about and all spaces are used.
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InvaderZim
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PostSubject: Re: Vehicle control function parts   Wed Oct 06, 2010 7:16 pm

Why does every vehicle need at least two people with assigned jobs on it? Many people drive alone nowadays...
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US_of_Alaska
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 12:53 am

Tenebrarum wrote:
How about pre-industrial? A ship has no "cockpit" per se, the entire thing is a space to move about and all spaces are used.

But it would require a steering device, which would require one "Person" resource. And any other Function Parts that require someone to operate them (like, say, the repairs box or the oculars or the cooking station) would just add another needed person onto the resource list. Of course, that's going with my suggestion...
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Commander Keen
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 9:15 am

Your concept covers it much better, Alaska. The only thing missing is allowing one Person to use more than one FP.

Editing your concept into OP.
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The Uteen
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 11:27 am

Commander Keen wrote:
Also, when you are ejecting a military unit from an SC, and you have to choose a TO for it to be equipped to,


Wait, you have to choose a TO for it to be equipped to? Can't you let a military unit fight barehanded? That's, well the best way to say it is Shocked , please tell me I read it wrong or something!
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Commander Keen
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 2:42 pm

The Uteen wrote:
Wait, you have to choose a TO for it to be equipped to? Can't you let a military unit fight barehanded? That's, well the best way to say it is :shock: , please tell me I read it wrong or something!


That bit is a little confusing. I think Alaska meant when you want to deploy vehicles, the game automatically assigns crew to it. Nothing against infantry.

I'm going to fix it right now.
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US_of_Alaska
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 3:51 pm

The Uteen wrote:
Commander Keen wrote:
Also, when you are ejecting a military unit from an SC, and you have to choose a TO for it to be equipped to,


Wait, you have to choose a TO for it to be equipped to? Can't you let a military unit fight barehanded? That's, well the best way to say it is Shocked , please tell me I read it wrong or something!

A big stick, if made in the Tech Editor, is a Tech Object. If you don't have pieces of wood, you are hugely unlikely to have SCs at all.

When you eject a military unit, it'll have to have something (why would you have completely barehanded?). But if you choose a TO that needs more than one person, then the game will tell you you need more.

Does this make sense? TOs are not just vehicles. I thought everyone knew this by now...
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~sciocont
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PostSubject: Re: Vehicle control function parts   Thu Oct 07, 2010 5:23 pm

For every manual control system, there should be one needed person. A control system could simply be a box with connections to all the parts it controls and people could model whatever they want the controls to look like around it.

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US_of_Alaska
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PostSubject: Re: Vehicle control function parts   Fri Oct 08, 2010 1:35 am

~sciocont wrote:
For every manual control system, there should be one needed person. A control system could simply be a box with connections to all the parts it controls and people could model whatever they want the controls to look like around it.

Well that's all fine and dandy for one set of controls, but what about a TO that needs the steering to have controls, the engine to have controls, each of twenty-six weapons to have controls and someone to cook the meals for all these people?
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Commander Keen
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PostSubject: Re: Vehicle control function parts   Fri Oct 08, 2010 10:04 am

Quote:
When you eject a military unit, it'll have to have something (why would you have completely barehanded?)


Why would you be unable to deploy units when you have a shortage of TOs? It would be useful for moving units around.

US_of_Alaska wrote:
~sciocont wrote:
For every manual control system, there should be one needed person. A control system could simply be a box with connections to all the parts it controls and people could model whatever they want the controls to look like around it.

Well that's all fine and dandy for one set of controls, but what about a TO that needs the steering to have controls, the engine to have controls, each of twenty-six weapons to have controls and someone to cook the meals for all these people?


We could include an invisible FP for this, in addition to all normal visible ones.



Also, what about this:

Quote:
The only thing missing is allowing one Person to operate more than one FP


You know, those fighters where a single pilot does all the flying and shooting, or those tanks with driver just driving and gunner operating gun, radio and another AA turret.
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The Uteen
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PostSubject: Re: Vehicle control function parts   Fri Oct 08, 2010 1:53 pm

US_of_Alaska wrote:
why would you have completely barehanded?


Well, with god mode you could set up a barehanded war in an apocalyptic wasteland...
As has been sort of said by Keen, you might not have resources like sticks to spare.
You might want to send a scout unit with military training, it wont have good scouting skills but if you are sending something to deliberately go up to the enemies gates, you would prefer military, it will survive longer, until the spy research. Or you might be doing something else with it, there's many reasons.
It might just be traveling from one SC to another, and you don't want to transfer TOs as well.

And I did know TOs aren't just vehicles, I don't think I made it seem otherwise... Rolling Eyes

Just let us have the option to have no Tech Object equipped, please... Neutral
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