Post by Qwerty on Apr 18, 2012 4:51:49 GMT
I figured this deserved a thread for ideas and progress and such.
Anyway, for those of you that don't know: this unnamed map is a futuristic space warfare map for Minecraft. The story is pretty simple. It's the distant future, you're on some mission or other, you run into an enemy ship, you both destroy the rear end of each others' ships (this is before the battle starts), and you have to fire cannons at each other in order to win. Once you do, a rescue craft picks you up and you go home free. This is mixed with a power generator, shields, individually destroyable parts, etc.
The twist is that you aren't actually firing at the enemy ship. Instead, you are firing at a model of the enemy ship with specific hitboxes. When you destroy these hitboxes, it seals bulkheads and disables that part of the real enemy ship, in which they are attempting to do the same to you. Actual ship-to-ship interaction is essentially limited to boarding, which is done via a one-way single-use transporter on each ship which also clears the person's inventory.
The entire map is done in-character, from spacedock (which is the spawnpoint) to the rescue craft, the exceptions of course being the credits on signs in the rescue craft. It can theoretically be played on vanilla without an operator, but use in a bukkit server and with an operator is highly recommended. Use without the proper mods / operator can result in idiots misfiring cannons and breaking the game, transporters only working at certain times, lighting errors, headaches, successful cheaters breaking bulkheads and such, unsuccessful cheaters breaking the game by attempting to break blocks, and ships that are basically dead just waiting for their life support timers to run out.
I want feedback on a specific point, though. Someone suggested that I have a button in the fusion generator that must be pressed every five minutes to keep it cooled (so it takes three hits to destroy instead of one hit, or even so it doesn't just blow up). There's a few compromises to this (it only has to be pressed to "manually" deliver coolant after the second / first hit, it only takes one hit off for every five minutes unpressed, etc). I think that it would be a good idea in order to keep people from just being in the cannons all the time (and as such becoming sitting ducks, as the cannons are the easiest target and when you're in a destroyed section the airtight bulkheads stop you from playing and count you as dead), but I think it may be a bit too much to keep track of. I think a compromise would be best on this, but which should I use?
Anyway, for those of you that don't know: this unnamed map is a futuristic space warfare map for Minecraft. The story is pretty simple. It's the distant future, you're on some mission or other, you run into an enemy ship, you both destroy the rear end of each others' ships (this is before the battle starts), and you have to fire cannons at each other in order to win. Once you do, a rescue craft picks you up and you go home free. This is mixed with a power generator, shields, individually destroyable parts, etc.
The twist is that you aren't actually firing at the enemy ship. Instead, you are firing at a model of the enemy ship with specific hitboxes. When you destroy these hitboxes, it seals bulkheads and disables that part of the real enemy ship, in which they are attempting to do the same to you. Actual ship-to-ship interaction is essentially limited to boarding, which is done via a one-way single-use transporter on each ship which also clears the person's inventory.
The entire map is done in-character, from spacedock (which is the spawnpoint) to the rescue craft, the exceptions of course being the credits on signs in the rescue craft. It can theoretically be played on vanilla without an operator, but use in a bukkit server and with an operator is highly recommended. Use without the proper mods / operator can result in idiots misfiring cannons and breaking the game, transporters only working at certain times, lighting errors, headaches, successful cheaters breaking bulkheads and such, unsuccessful cheaters breaking the game by attempting to break blocks, and ships that are basically dead just waiting for their life support timers to run out.
I want feedback on a specific point, though. Someone suggested that I have a button in the fusion generator that must be pressed every five minutes to keep it cooled (so it takes three hits to destroy instead of one hit, or even so it doesn't just blow up). There's a few compromises to this (it only has to be pressed to "manually" deliver coolant after the second / first hit, it only takes one hit off for every five minutes unpressed, etc). I think that it would be a good idea in order to keep people from just being in the cannons all the time (and as such becoming sitting ducks, as the cannons are the easiest target and when you're in a destroyed section the airtight bulkheads stop you from playing and count you as dead), but I think it may be a bit too much to keep track of. I think a compromise would be best on this, but which should I use?