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Post by Johnter on Feb 27, 2014 20:49:32 GMT 1
As this is actually our Main Project and the reason we build that many modules, i suggest a new subforum for it, where we can give the workshop links for each Tileset we've finished.
After that basic organization is done, i suggest we look forward into putting first parts of the city together. Only as prototypes and not as actual part of the city.
Like: Lets take a look how we could design the Industrial quarter of the city, and maybe start with High ways through the city (Inside the city, not above or below)
Further more we should build all together a blue print in an empty world, so everyone knows what we are doing, and no one builds something random and not fitting part (Which is hard but possible).
Anyway, gonna clean up and provide a basic organization for this main project later today.
John
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Post by Dj0z on Feb 28, 2014 14:27:17 GMT 1
Thanks for making the topic. Note that once The City is made, we can still make different versions of it. We might just need to in fact. Organization will be pretty important in this project.
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higgx
New Member
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Post by higgx on Mar 1, 2014 18:12:33 GMT 1
Yeah, its our main project and we should organize this well. I suggest to give everyone who is included a special job like connections (traffic), houses(civilian or military), energy support, defense, docking stations...
We should give everyone some freedom to build, but it has to fit in the "skyline", so we need to declare the size, look(colours), usage of the city before we build it. Of course we use our pre-build modules, but adding new parts directly will be necessary as well.
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Post by Dj0z on Mar 1, 2014 18:37:40 GMT 1
Yup.
I think the first question to be asked is, what maximumu size will we allow for small ships that travel through the city? Because the answer to that question is necessary to define road size (the size of one lane in the road), and once we have road size, we can multiply that by, like, 5, to obtain the space we need to reserve to the highways inside the city.
Then we can work out the plan of the whole city before building it.
I suggest minimum lane size to be at least large enough to let utility vehicles like janitor and tow truck get through.
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higgx
New Member
Posts: 6
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Post by higgx on Mar 1, 2014 19:55:31 GMT 1
Yup. I think the first question to be asked is, what maximumu size will we allow for small ships that travel through the city? Because the answer to that question is necessary to define road size (the size of one lane in the road), and once we have road size, we can multiply that by, like, 5, to obtain the space we need to reserve to the highways inside the city. Then we can work out the plan of the whole city before building it. I suggest minimum lane size to be at least large enough to let utility vehicles like janitor and tow truck get through. We could build an entrance (like a tax station), and every ship that fit through can use the roads (or connections). If the ship is not able to get through, it has to be reduced by size.
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Post by Dj0z on Mar 2, 2014 15:05:19 GMT 1
That's fine as long as it still makes it possible to even build ships small enough to pass these entrances while remaining strong enough (thrust for towing truck for example) to be useful inside the city. It will just be a matter of finding the right numbers really.
Did i mention john had started working on a small-scale ingame plan for the city?
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Post by Johnter on Mar 3, 2014 23:05:08 GMT 1
Now you mentioned it.
1: For the road/streets/highway sizes i suggest 8x multiplied with ?
8, 16, 32, 64, 128 etc. which allows alot of space and always a number that fits 100%
of course we can also use any other number like 2, or 12, or 10 or whatever. Though the 8x allows an easy and useful pattern for whatever module.
1.5: Maximum size? Depends on the size of the city. if its going to be 1,5km we can use a 128x128x64 tunnel system, or a 128x128x96 (64+32), which allows multiple lanes to be used for different ship sizes.
1.8: 8 Blocks are a good minimum size, it allowes alot of maneuver space, and easy fly through without risking to hit the Tunnel Frame (Except you cant fly . . .).
1.9: However: For any ship that uses big blocks, i suggest they MUST use Shipdocks, placed all over the city, or the actual main dock(s). Ships that use Small blocks, yet have a big size (Including interior) may be allowed in the city's highway.
2: Organization:
These ranks name only describe their job, just say a proper ranking or Job name for each idea.
Ranks, Command Chain:
§1 Module Chooser (M.Cpt.) Decides which modules can be used, need edit, or should be rebuilt completely.
§2 Module List Updater - Keeps the list (In-Existent at this time) on which modules we have, and which we still require up to date.
§3 Designer - Re-Designs basic shapes, and builds advanced connection parts, also builds prototype and templates for a possible tileset
§4 The Builder Builds, constructs, engineers any kind of modules, connection parts, theme tilesets, and much more. his work may get edited by a designer, or even built up in a complete new way to make it useful. Credits of the edited modules still belong to the original creator., aswell the designer (But mainly to the builder).
So a builder is the same as a designer, just with a bit few rights within the clan and organization. (But most important!)
§5 Recruit - Newbie, newcomer, no rights nor privileges, aslong they build and keep building they get the Builder rank within a few days, or even less (Maybe only an hour)
Thats it again, ideas critics and all that are welcome.
-John
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