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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 …

[ Full reading ]
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evolution cell underwater editor music organism biomes space Gameplay tree prototype auto microbe tech game video concept Thrive date planet research creature stage wiki Devblog progress
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 Darkgamma's TE Concept Branstorming Space

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Tenebrarum
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Tue Feb 15, 2011 2:30 pm

On materials of FPs: I'm fine with restricting materials, but does this mean that all FPs will always work? I'm just thinking that it took centuries for us to figure out how thick a cannon should be to prevent explosions. Also, some people have deliberately used what appear to be failures to gain certain advantages. The chinese stuffed bamboo shoots with gunpowder and shrapnel, setting them off as large, one-use hand-cannon/shotguns. The romans designed their spears (Pila, right?) to crumple after being thrown, so they could not be thrown back and any sheild hit would be impossible to fix and thus rendered useless.
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~sciocont
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Tue Feb 15, 2011 7:35 pm

Tenebrarum wrote:
On materials of FPs: I'm fine with restricting materials, but does this mean that all FPs will always work? I'm just thinking that it took centuries for us to figure out how thick a cannon should be to prevent explosions. Also, some people have deliberately used what appear to be failures to gain certain advantages. The chinese stuffed bamboo shoots with gunpowder and shrapnel, setting them off as large, one-use hand-cannon/shotguns. The romans designed their spears (Pila, right?) to crumple after being thrown, so they could not be thrown back and any sheild hit would be impossible to fix and thus rendered useless.

Refining is what research is for. I just think that it's easier to program what can work instead of what doesn't work, and how it wouldn't work.
You have
A- it works
B- it doesn't work. Then you have subsections in B of how exactly it doesn't work, and what happens to it. that's a lot of work to program in something most people are too smart to even experience in the game. As fore single use weapons, I don't think they're really too important- they're really not very practical.

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Commander Keen
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Wed Feb 16, 2011 2:48 am

Single use things are way easier to (mass) produce, and are quite practical in military. If you have masses of conscripts but can't afford standard weapons for them, or just a heavy weapon for ambushes, this is the way to go.
Most militaries do it even today, in the form of recoilless rifles, wich are really just tubes with rockets stuffed inside.

As for implementation, in the TE certain tags (such as handheld) might allow for a special "one use" option, wich would really be just a checkbox. It would make the TO cheaper, simulating simplier designs.
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Wed Feb 16, 2011 3:23 am

Commander Keen wrote:
Single use things are way easier to (mass) produce, and are quite practical in military. If you have masses of conscripts but can't afford standard weapons for them, or just a heavy weapon for ambushes, this is the way to go.
Most militaries do it even today, in the form of recoilless rifles, wich are really just tubes with rockets stuffed inside.

As for implementation, in the TE certain tags (such as handheld) might allow for a special "one use" option, wich would really be just a checkbox. It would make the TO cheaper, simulating simplier designs.

Well i think that the cheap should take care of itself, because the player designs them so they're in charge of how cheap it is. Of course, ticking one use will allow them to make really weak designs with not so much of a negative.
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Tenebrarum
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Wed Feb 16, 2011 3:55 pm

But we still don't know how to handle "May or may not" work. Again, medieval cannons weren't popular for so long because there was always a chance they would explode, but people still used them as it wasn't a certainty.
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~sciocont
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Wed Feb 16, 2011 4:15 pm

Tenebrarum wrote:
But we still don't know how to handle "May or may not" work. Again, medieval cannons weren't popular for so long because there was always a chance they would explode, but people still used them as it wasn't a certainty.

If we're still doing research "levels" then each level of something could make it more reliable.

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Tenebrarum
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Wed Feb 16, 2011 4:18 pm

~sciocont wrote:
Tenebrarum wrote:
But we still don't know how to handle "May or may not" work. Again, medieval cannons weren't popular for so long because there was always a chance they would explode, but people still used them as it wasn't a certainty.

If we're still doing research "levels" then each level of something could make it more reliable.

Got it.
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Commander Keen
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Thu Feb 17, 2011 12:09 am

~sciocont wrote:
If we're still doing research "levels" then each level of something could make it more reliable.


That's still an unresolved question - how will leveling be handled with the new research web.
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US_of_Alaska
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Thu Feb 17, 2011 12:11 am

Commander Keen wrote:
~sciocont wrote:
If we're still doing research "levels" then each level of something could make it more reliable.


That's still an unresolved question - how will leveling be handled with the new research web.

Revive the old leveling thread?
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Thu Feb 17, 2011 10:48 am

There's a whole thread for leveling? Belgium my memory, reviving now.

Edit: Either the thread does not exist, or the search function really fails. Creating new topic.
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The Uteen
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Thu Feb 17, 2011 2:00 pm

Commander Keen wrote:
There's a whole thread for leveling? Belgium my memory, reviving now.

Edit: Either the thread does not exist, or the search function really fails. Creating new topic.


Epic fail. I searched posts for leveling, and that post didn't come up. Neutral

Your thread does, though. Odd. It might need the word in the title. If it does, that explains why it's virtually useless for finding anything... Not all content is in the title. No
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Thu Feb 24, 2011 4:46 pm

I tried too. I think maybe this was a thread that was either a) part of the early tech tree discussion or b) on a previous forum.
I shudder to think how hard anyone would have to search to find one of my threads...
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Deathbite42
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PostSubject: Re: Darkgamma's TE Concept Branstorming Space   Fri Aug 03, 2012 12:21 pm

Anyone who can access it, post the link.
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