Right now, our regular forum members are working to reorganize the project and redefine our goals.
Is there anywhere where I can read about FC's general development? I have read about what frost is doing but wondered about the other stuff like tech tree, etc.
Now i know were in trouble, the lead developer doesn't have the information. I think a good solution for this is to put or code (and documentation) onto a Google drive or similar service. I think it would help organize your team therefore making the process faster.
P.S. i followed along pretty well i speak English i used Google translator the other way round you also inspired me to learn Java
Either way if you really want to help you must be willing to spend your time on the mod. If you are about to join yet you know you won't be spending that time for one reason or another it is better not to because it will only waste your own time (I don't mind - if you didn't do anything it won't be any worse for me, but if you do I will only benefit from it )
I would help with this mod. I only said i was LEARNING the most advanced thing i know how to do right now is if and else. I would help with organization except I myself am a terribly unorganized person.
It thought the period at the end of my sentence was part of the address. Fixed, thanks for pointing it out. Other than that, Iv pretty much said it all.
You know checking back every few months or so, I think Frost is right. This really is a rabbit and hare race. And thats a good thing! Look at Black Mesa mod for Half Life. That mod has been YEARS in the making, and it's pretty damn awesome! So while I am sad that things aren't progressing as fast as some mods, that certainly doesn't mean Im still not excited for what the mod will bring to minecraft. And hey, give it like 2 more years and maybe you'll win Mod of the year.
Rollback Post to RevisionRollBack
Well I'm just an old fart here...like 500 years in internet time.
I've been watching this mod now for about three years since i first heard of it, anticipating the chance to begin intergalactic warfare. I don't care that this mod is taking so long to come out, especially since it is a large mod. the suspense looks like it will be more than worth the weight
Everything aside for a moment, I can't wait till I have a medium-ish frigate for shipping resources and dropping X-COM people out of the back in drop pods, sort of like ODSTs from Halo.
Another thing that popped into my mind whilst thinking about it, will there be personal stealth technology and special melee weapons for the more ninja-esk boarding parties? I mean that would be pretty awesome launching a pod out of your ship that flies into the hangar of an enemy ship and spits out invisible ninja boarding parties. I'd also really love to see massive alliances form that have control over a certain area of space, kind of like Eve, then we could have a re-enactment of the battle of B-R just because someone has a massive stockpile on a station there or something. I'd also enjoy space stations, so I could have an arsenal of weapons to sell and use.
The plan is to have something between a community cloud network and dedicated servers. The big thing we're aiming for is separate terrain databases for inactive terrain download. That will lighten the bandwidth and memory requirements for an active server instance, and hopefully this equates to handling more worlds with less hardware. There's been an ongoing debate as to what server ownership will entail. Due to the nature of this project, we don't have the resources to host it all ourselves, so there will need to be perks to donating to the public cloud, but at the same time we can't allow item spawning or other normal admin powers without breaking the game balance.
Right now, it's still a moot point without being able to predict the size of the community or how large the galaxy needs to realistically be.
From a technical standpoint, server instances are things like planets, space stations, and general outer space. Within a solar system, all travel will be seamless, with clients collaborating with multiple servers simultaneously. Theoretically, it should even be possible to have multiple servers managing a single planet if there is a need for it.
Solar systems will be connected to adjacent systems via stargate, which will let us control the topology of the network and keep more capable servers towards the core of the galaxy.
Everything aside for a moment, I can't wait till I have a medium-ish frigate for shipping resources and dropping X-COM people out of the back in drop pods, sort of like ODSTs from Halo. Another thing that popped into my mind whilst thinking about it, will there be personal stealth technology and special melee weapons for the more ninja-esk boarding parties? I mean that would be pretty awesome launching a pod out of your ship that flies into the hangar of an enemy ship and spits out invisible ninja boarding parties. I'd also really love to see massive alliances form that have control over a certain area of space, kind of like Eve, then we could have a re-enactment of the battle of B-R just because someone has a massive stockpile on a station there or something. I'd also enjoy space stations, so I could have an arsenal of weapons to sell and use.
Lol space ninjas are completely OP but their awesomeness makes them a must, SS13 proves this.
Most of the orbital drop stuff is a ripoff of W40k, so don't be using Halo in your similes
I very dislike the way EvE does territory control, especially the the newer stuff. Its completely unrealistic, I would much rather see stuff like hyperspace inhibitors and massive static defenses.
Ideally stations would be identical to ships, except they are designed with minimal thursters just enough to keep them in orbit
Is there anywhere where I can read about FC's general development? I have read about what frost is doing but wondered about the other stuff like tech tree, etc.
Afaik FC isnt even concerned about production recipes and tech at this point, its all abstract generality afaik
The Meaning of Life, the Universe, and Everything.
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At this point ppl don't care anymore.
Also the turrets in starmade have many drawbacks. Although the large ones work more or less fine (even there I'd personally do some changes), the smaller turrets are just useless, actually small things in general in Starmade are useless and due to their small size tend to look really bad when made out of blocks. That is why smaller objects like small turrets or fighters will be made as entities.
Smaller weapons and turrets will also have their own advantages over large ones, for example smaller turrets are shooting faster and thus they can pursuit small and agile targets such as fighters and torpedoes, destroying the later is actually quite important as torpedoes can often bypass different kinds of shields and inflict heavy damage. Destroying fighters can be no less important as they are capable of destroying your ship's subsystems such as the same turrets, sensors or engines, depending on the size. This will encourage players to build different kinds of weapons on their ships as well as use different sizes of ships, suddenly the biggest is not always the best like in Starmade.
Erm guys. Not quite Future craft, but still.
Pair it with the archimedes ship mod and you have the basic idea of futurecraft
I wouldn't really put this in the same category. It still uses all the vanilla core engine mechanics, whereas Futurecraft will have lots of underlying changes in addition to movable chunks. No universal position or frame of reference, for one thing.
I do like the controls, though. They are advanced enough to get the job done in a self-contained system without a ton of extra crap interfacing it physically to other blocks, so you can do more advanced stuff than basic wire signals cleanly. My biggest complaint with command blocks has been how little they individually accomplish for all real-estate and processing time they eat up. That sort of thing makes much more sense as a fully-fledged scripting layer running out in the aether rather than tied to specific blocks.
It'll be a hybrid of ship-level HP and block-level procedural damage. Blocks are destroyed locally, but the point at which they start being destroyed and how much resistance they put up is based on overall or regional HP. More damage = easier to destroy. There is also a difference between armor-piercing, explosive, and energy damage in terms of thresholds and rates for HP and block damage. System failures and breaches will then be tied to block destruction, so layout still matters.
What we are trying to avoid is the idea of doubling your hull doubles your staying power. This will lead to what we call Borg Cube syndrome and will kill any semblance of balance. Plus, this way gives us more traditional RPG control of stats due to materials and equipment and will permit more artistic freedom when designing vessels.
We've also discussed adding energy shields as a counter to armor, so that bulkier Battlestar Galactica style ships which rely on armor placement can still exist logically in the same universe as fancier, more fragile looking, for lack of a better word Space Elf ships. The idea is that the two are mutually exclusive in their efficacy, and using each will require different strategies and tactics.
Different type of damage for each of the types of weapons, mind if I take a guess?
Lets get energy weapons out of the way, pretty obvious if they get through your shields system failures and such are more likely to occur than when hit with physical weapons in most cases. They would also heat the blocks, so perhaps more hull damage, but a much smaller chance to actually break them, useful to use on the hull, then punch through with a physical round.
Explosive weapons do lower damage, but have a higher chance to break blocks, useful to pair with energy weapons.
Armor piercing, the way I think about these may take some extra coding. They have a high chance to pierce a layer of the ship, and cause a weaken effect to the blocks surrounding them. These would cause one block holes in ships, be slower to fire but good for weakening a large area of the hull, then bust it open with an explosive. This can be coupled with energy weapons to allow their fire to go into the ship, damaging systems much more often.
Shields would obviously completely stop energy weapons, and might push armor piercing rounds out of their way due to the heavy head of them, have a small chance to disable the explosive part of a rocket , turning it into a more ballistic missile and turn off navigation on both, causing them to thrust straight instead of aiming for their target. The explosive weapons would be pushed off course by shields less, but coupled with the lack of navigation after could cause them to sail slightly over or into a less, or more, important part of the ship
This would balance armor piercing and explosives against smaller ships because their shield to ship size ratio would be slightly larger, and make the huge project of a large armored ship with shields something multiple people will have to battle. A way to balance shields overall is to make the energy requirement exponential to the size. This would make shields on a small fighter relatively cheap. Also, energy output to size ratio decreases, so a small fighter generator produces more per space than a medium/large generator, but only to a point. The largest most advanced generators on the larges of ships would have equal or greater output per block, this would help the massive energy requirements for a ship that large, but still make you need to sacrifice internal systems to fit the number and size of generators needed. For example have five huge generators and shields, but you only have a simple targeting system, no backup life support, little to no scanning technology and a slower hyperdrive. Because of the massive amount of energy needed to sustain such a shield, running engines while the shields are active will quickly lead to power failure, or at the least the shut down of your shields still leaving you with low power while trying to run.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Particle-Based weapons, Plasma-Based weapons, Ballistic / kinetic weapons and finally misc / combined weapons that either deal two or 3 damage types combined or don't deal damage at all such as EMP weapons. Different kinds of armor have different absorption rates for different kinds of damage so you have more options to play around with your armor.
In addition shields have also different properties when it comes to damage types. For example slowly flying ballistic weapons such as torpedoes do not even damage the shield - they go straight through unless you use a special shield type that blocks everything at a high energy cost. Personally I would favor the use of standard shields while using AA systems to protect myself from torpedoes. Plasmatic weapons usually do moderately well against shields while particle-based weapons are easily negated by it.
Is there anywhere where I can read about FC's general development? I have read about what frost is doing but wondered about the other stuff like tech tree, etc.
P.S. i followed along pretty well i speak English i used Google translator the other way round you also inspired me to learn Java
System.out.println("Its going along OK i guess");
Edit: No period D:
I believe you could have figured it out yourself.
Either way if you really want to help you must be willing to spend your time on the mod. If you are about to join yet you know you won't be spending that time for one reason or another it is better not to because it will only waste your own time (I don't mind - if you didn't do anything it won't be any worse for me, but if you do I will only benefit from it )
It thought the period at the end of my sentence was part of the address. Fixed, thanks for pointing it out. Other than that, Iv pretty much said it all.
Well I'm just an old fart here...like 500 years in internet time.
Another thing that popped into my mind whilst thinking about it, will there be personal stealth technology and special melee weapons for the more ninja-esk boarding parties? I mean that would be pretty awesome launching a pod out of your ship that flies into the hangar of an enemy ship and spits out invisible ninja boarding parties. I'd also really love to see massive alliances form that have control over a certain area of space, kind of like Eve, then we could have a re-enactment of the battle of B-R just because someone has a massive stockpile on a station there or something. I'd also enjoy space stations, so I could have an arsenal of weapons to sell and use.
Right now, it's still a moot point without being able to predict the size of the community or how large the galaxy needs to realistically be.
From a technical standpoint, server instances are things like planets, space stations, and general outer space. Within a solar system, all travel will be seamless, with clients collaborating with multiple servers simultaneously. Theoretically, it should even be possible to have multiple servers managing a single planet if there is a need for it.
Solar systems will be connected to adjacent systems via stargate, which will let us control the topology of the network and keep more capable servers towards the core of the galaxy.
Oh and how will the damage system work?
Thanks!
Lol space ninjas are completely OP but their awesomeness makes them a must, SS13 proves this.
Most of the orbital drop stuff is a ripoff of W40k, so don't be using Halo in your similes
I very dislike the way EvE does territory control, especially the the newer stuff. Its completely unrealistic, I would much rather see stuff like hyperspace inhibitors and massive static defenses.
Ideally stations would be identical to ships, except they are designed with minimal thursters just enough to keep them in orbit
Afaik FC isnt even concerned about production recipes and tech at this point, its all abstract generality afaik
Lol I've tried looking at the forum myself and apparently there is an "old forum", "old new forum" and "new forum" its very obfuscated over there lol
I saw the post about VoxelFarm, thats just amazing
Wasn't it decided to be like StarMade? I mean its a voxel engine so that is the only option that makes decent sense
Also the turrets in starmade have many drawbacks. Although the large ones work more or less fine (even there I'd personally do some changes), the smaller turrets are just useless, actually small things in general in Starmade are useless and due to their small size tend to look really bad when made out of blocks. That is why smaller objects like small turrets or fighters will be made as entities.
Smaller weapons and turrets will also have their own advantages over large ones, for example smaller turrets are shooting faster and thus they can pursuit small and agile targets such as fighters and torpedoes, destroying the later is actually quite important as torpedoes can often bypass different kinds of shields and inflict heavy damage. Destroying fighters can be no less important as they are capable of destroying your ship's subsystems such as the same turrets, sensors or engines, depending on the size. This will encourage players to build different kinds of weapons on their ships as well as use different sizes of ships, suddenly the biggest is not always the best like in Starmade.
I wouldn't really put this in the same category. It still uses all the vanilla core engine mechanics, whereas Futurecraft will have lots of underlying changes in addition to movable chunks. No universal position or frame of reference, for one thing.
I do like the controls, though. They are advanced enough to get the job done in a self-contained system without a ton of extra crap interfacing it physically to other blocks, so you can do more advanced stuff than basic wire signals cleanly. My biggest complaint with command blocks has been how little they individually accomplish for all real-estate and processing time they eat up. That sort of thing makes much more sense as a fully-fledged scripting layer running out in the aether rather than tied to specific blocks.
It'll be a hybrid of ship-level HP and block-level procedural damage. Blocks are destroyed locally, but the point at which they start being destroyed and how much resistance they put up is based on overall or regional HP. More damage = easier to destroy. There is also a difference between armor-piercing, explosive, and energy damage in terms of thresholds and rates for HP and block damage. System failures and breaches will then be tied to block destruction, so layout still matters.
What we are trying to avoid is the idea of doubling your hull doubles your staying power. This will lead to what we call Borg Cube syndrome and will kill any semblance of balance. Plus, this way gives us more traditional RPG control of stats due to materials and equipment and will permit more artistic freedom when designing vessels.
We've also discussed adding energy shields as a counter to armor, so that bulkier Battlestar Galactica style ships which rely on armor placement can still exist logically in the same universe as fancier, more fragile looking, for lack of a better word Space Elf ships. The idea is that the two are mutually exclusive in their efficacy, and using each will require different strategies and tactics.
Lets get energy weapons out of the way, pretty obvious if they get through your shields system failures and such are more likely to occur than when hit with physical weapons in most cases. They would also heat the blocks, so perhaps more hull damage, but a much smaller chance to actually break them, useful to use on the hull, then punch through with a physical round.
Explosive weapons do lower damage, but have a higher chance to break blocks, useful to pair with energy weapons.
Armor piercing, the way I think about these may take some extra coding. They have a high chance to pierce a layer of the ship, and cause a weaken effect to the blocks surrounding them. These would cause one block holes in ships, be slower to fire but good for weakening a large area of the hull, then bust it open with an explosive. This can be coupled with energy weapons to allow their fire to go into the ship, damaging systems much more often.
Shields would obviously completely stop energy weapons, and might push armor piercing rounds out of their way due to the heavy head of them, have a small chance to disable the explosive part of a rocket , turning it into a more ballistic missile and turn off navigation on both, causing them to thrust straight instead of aiming for their target. The explosive weapons would be pushed off course by shields less, but coupled with the lack of navigation after could cause them to sail slightly over or into a less, or more, important part of the ship
This would balance armor piercing and explosives against smaller ships because their shield to ship size ratio would be slightly larger, and make the huge project of a large armored ship with shields something multiple people will have to battle. A way to balance shields overall is to make the energy requirement exponential to the size. This would make shields on a small fighter relatively cheap. Also, energy output to size ratio decreases, so a small fighter generator produces more per space than a medium/large generator, but only to a point. The largest most advanced generators on the larges of ships would have equal or greater output per block, this would help the massive energy requirements for a ship that large, but still make you need to sacrifice internal systems to fit the number and size of generators needed. For example have five huge generators and shields, but you only have a simple targeting system, no backup life support, little to no scanning technology and a slower hyperdrive. Because of the massive amount of energy needed to sustain such a shield, running engines while the shields are active will quickly lead to power failure, or at the least the shut down of your shields still leaving you with low power while trying to run.
Good guesses?
In addition shields have also different properties when it comes to damage types. For example slowly flying ballistic weapons such as torpedoes do not even damage the shield - they go straight through unless you use a special shield type that blocks everything at a high energy cost. Personally I would favor the use of standard shields while using AA systems to protect myself from torpedoes. Plasmatic weapons usually do moderately well against shields while particle-based weapons are easily negated by it.
Spaceships in Minecraft! Because why not!