Like I said before, we might not be able to have ship interiors. But turreted ships are posible, atleast from my perpective.
It can be done on worlds, where a player can mount a dynamic turret and control it. How far is that from letting players join a certain dynamic turret stationed on a certain "model" (ship model). Not very far I think. When you mount the turret, you don't need it's interiors, but, I repeat, like on worlds it would just show the targeting system.
How 'bout dat?
In this case, capital ships would still be possible, fine maybe they won't have interiors, but a bunch of player-controlled mega-caliber turrets ( they'd pack a strong punch) would complete the "capital ship" feature along with it's size (lot's or armour).
Capital Ship Development
It's certainly doable but these things are always more complex than you'd imagine.
As you know we have controllable turrets on worlds, so some of the basic functionality is there, but they don't work properly all of the time, and they're buildings rather than vehicles. We have turrets on vehicles, that are also broken, but only on worlds at the moment, and only really viable on ground-based vehicles.
So our starting point is the basics of a turret system but one that's already broken, and only functional on worlds.
Your question, what happens when the ship tilts, is a good illustration of the work required to get this stuff to happen, I think. We need a turret system that's not only workable in space, but workable in 3 dimensions where, conceivably, a ship and its turret might be spinning wildly through 3 different axes simultaneously.
We'd need the code to enable more than one person to be inside one vehicle; the code to enable one person to control a turret (and join/leave a turret); probably more accurate replication, so that the turret person and driver have the same view of the galaxy rather than the approximated view you get of other people in space at the moment (in terms of exact position, rotation and so on).
We'd need to sort out bounty for kills made by jointly flown ships. What happens to the turret player if the ship is killed. What happens to the turret player's ship when they join the turret. How do we show turret functionality to other players. How do we enable players to target turrets.
And probably a load of other stuff I haven't thought of. The list goes on and on, I'm sure. It's complicated ;]
f
As you know we have controllable turrets on worlds, so some of the basic functionality is there, but they don't work properly all of the time, and they're buildings rather than vehicles. We have turrets on vehicles, that are also broken, but only on worlds at the moment, and only really viable on ground-based vehicles.
So our starting point is the basics of a turret system but one that's already broken, and only functional on worlds.
Your question, what happens when the ship tilts, is a good illustration of the work required to get this stuff to happen, I think. We need a turret system that's not only workable in space, but workable in 3 dimensions where, conceivably, a ship and its turret might be spinning wildly through 3 different axes simultaneously.
We'd need the code to enable more than one person to be inside one vehicle; the code to enable one person to control a turret (and join/leave a turret); probably more accurate replication, so that the turret person and driver have the same view of the galaxy rather than the approximated view you get of other people in space at the moment (in terms of exact position, rotation and so on).
We'd need to sort out bounty for kills made by jointly flown ships. What happens to the turret player if the ship is killed. What happens to the turret player's ship when they join the turret. How do we show turret functionality to other players. How do we enable players to target turrets.
And probably a load of other stuff I haven't thought of. The list goes on and on, I'm sure. It's complicated ;]
f
Ok I start modeling the interior, so docking bay, cockpit, reactor room, turret control room, communication room?fhko wrote:Scale is something that can be easily fixed after we're all done. Don't worry about it right now.
Good idea.fhko wrote: I think it would serve our needs well if we incorporated a few standard ship models inside the docking bays of our capital ships. Just so it appears as though ships have actually landed in the CS. We might then have players spawn next to one of these ships when they "dock" in the CS.
I will model the interior, it will be useful later. I really don't want to connect the interior with space (windows), so the interior could be a different server.Fooli wrote:That's exactly the sort of thing I was referring to before... these kinds of decisions have to be made first before any of this can really begin. I must repeat, as well, that you're almost certainly not going to see any of this in the game and that you're probably all 'wasting' your time.
f
Well I am able to make a compromise , let's just have ships with turrets, and players, the interior could come later.
If the ship is killed the turret players are killed too, similarly when they got killed in solo ship.Fooli wrote: We'd need to sort out bounty for kills made by jointly flown ships. What happens to the turret player if the ship is killed. What happens to the turret player's ship when they join the turret. How do we show turret functionality to other players. How do we enable players to target turrets.
f
Joining is like changing a ship, and dropping the player to a free turret (cockpit).
Well that is difficult, it would like a smaller ship (turret) attached to the hull of the capital ship..
Targeting system would treat the turrets like individual ships.
Ironhand wrote:If the ship is killed the turret players are killed too, similarly when they got killed in solo ship.
Joining is like changing a ship, and dropping the player to a free turret (cockpit).
Well that is difficult, it would like a smaller ship (turret) attached to the hull of the capital ship..
Targeting system would treat the turrets like individual ships.
It's easy to think of ways it could work. But the point is that none of the code to enable these things to happen has been written, and it probably isn't going to be (for a long time, if ever).
f
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
The staff is usually fairly consistent with their opinions of things. Specifically: it won't happen soon. Pretty much goes for anything.
--------
Iron, I was thinking that it may be a better use of our time if we instead worked on world models and such. I've sort of been inspired by looking through the old TU screenshots on tuwr of all the really cool things that have been done in the past that are now lost or in ruin.
I think with our combined modeling talents we could put together a world the community won't soon forget.
Plus there are a lot more important features mit should probably be worrying about with his free time than our little CS scheme.
--------
Iron, I was thinking that it may be a better use of our time if we instead worked on world models and such. I've sort of been inspired by looking through the old TU screenshots on tuwr of all the really cool things that have been done in the past that are now lost or in ruin.
I think with our combined modeling talents we could put together a world the community won't soon forget.
Plus there are a lot more important features mit should probably be worrying about with his free time than our little CS scheme.
Well, okay I have already though to make a world earlier, but it sounded a bit difficult for me. But don't put that CS too deep. It may serve a good use later (always optimistic )
What about an rts-fps like world, two commanders can build buildings and control harvesters, player join. Like in C&C style. If they destroy the construction yard, they aren't able to build anything, barracks enable infantry (vehicle with avatar shapes), warfactory enable vehicles, airfield, helipad enable aircrafts, and so on.
What about an rts-fps like world, two commanders can build buildings and control harvesters, player join. Like in C&C style. If they destroy the construction yard, they aren't able to build anything, barracks enable infantry (vehicle with avatar shapes), warfactory enable vehicles, airfield, helipad enable aircrafts, and so on.
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
err...Working on top secret type activities at the moment. I've been sworn to secrecy, but if you are really dedicated to the general TU cause then I might be willing to fill you in on the details via e-mail. (I would need your e-mail address of course)
This message will self-destruct in 5....4....3....2....1....0....
Hey! Who molded my plastic explosive into a puppy?!
This message will self-destruct in 5....4....3....2....1....0....
Hey! Who molded my plastic explosive into a puppy?!
Well, uhm, you made me curious , I wont tell it to anyone. And I have to focus on the university after august. But until then I am free in most of the time. My e-mail is darkslan@freemail.hu