| | Darkgamma's TE Concept Branstorming Space | |
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Tenebrarum Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: 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 Overall Team Lead

Posts: 3195 Reputation: 99 Join date: 2010-07-06
 | Subject: 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._________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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Commander Keen Industrial Team Lead

Posts: 1132 Reputation: 34 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: 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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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: 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 Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: 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 Overall Team Lead

Posts: 3195 Reputation: 99 Join date: 2010-07-06
 | Subject: 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._________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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Tenebrarum Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: 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 Industrial Team Lead

Posts: 1132 Reputation: 34 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: 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 Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: 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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Commander Keen Industrial Team Lead

Posts: 1132 Reputation: 34 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: 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 Sandbox Team Lead

Posts: 1490 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
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Mysterious_Calligrapher Biome Team Lead

Posts: 1022 Reputation: 27 Join date: 2010-11-26 Age: 21 Location: Earth, the solar system, the milky way...
 | Subject: 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 Regular
Posts: 218 Reputation: -2 Join date: 2012-07-27
 | Subject: 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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| | Darkgamma's TE Concept Branstorming Space | |
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