Author Topic: Sniff's Aircraft Carrier - SNEAK PEAK  (Read 14003 times)


Sniff, I want you so damn much in the clan. This is so great!

Hehe, that's good to hear. :D


Update on the interior, the entire inside of the carrier has been marked off and walled. It is really just a matter of building into it now. I know where the majority of the rooms are going to be placed, and will try and keep it as strategically interesting as possible.

For those that don't know, so far inside there is the hangar room, along with a balcony and corridor (which all a bit lame atm, will spice it up in time). There is also a boat pen, which is also a bit plain, but the structure is there. Finally, I added earlier tanks to the cooling pool, because I was tired of people asking "IS THIS A POOL? LULZ". Still needs a lot of work however.

Onto strategic gameplay, I've come to realise there's only one stairway up to the control tower. This may make it a bit too easy to defend. If I get round to it, I was thinking of further exploitation of airducts, and also a possible central lift from the hangar to the deck. Much like the side hangar lift, but designed for cargo and helicopters. This would involve tearing down a LOT of deck support and detail, so I'd need to experiment and see how feasible it is.

Still, everything is looking very promising, I'm getting a lot done fairly quickly, I'll soon be able to concentrate on just details and not have to worry about structure.
« Last Edit: January 31, 2008, 04:39:19 PM by Sniff »

To keep conformity amongst noobish players, and to make things a little fun, here are the uniform specs for rpg games hosted on my server. Team deathmatches and sieges will also use a slightly similar design and will be specific to each team. (Please note I will be using US Navy ranks as they are most known)

Each player will be assigned a rank upon joining the game. Ranks are not persistant with games on other dates, unless I see it as beneficial to the experience. You CANNOT choose your own rank, and players abusing their rank pads will be removed from the game. As shown on the below picture, the ranks will fall under 4 categories for a general game. The highest being on the left to the lowest on the right. Each crew type can gain any rank, although only the Officer can be a Rear Admiral, and only Crew and Pilot can be commander. Both these crew types can be below these ranks as well. Here is a brief description of the ranks available:

Rear Admiral - The highest available rank in the rpg or team game, the rear admiral commands all other ranks and there can be only one per game. More often than not, this would be myself, although I will share out the rank on occasion.

Commander - The second highest rank is available to only the most dedicated and professional officers and crew members. They literally do most of the 'commanding' and will take control of specific areas in the ship such as flight, ship, deck and hangar. There can be up to four of these in a game (depending on server size)

Lieutenant - Lieutenants are normal crew members who have shown an exceptional aptitude to learning, obeying orders and being a good team player. They will command other ensigns in small groups, and will lead attack squads in battle.

Ensign - The lowest rank, but still high in responsibility. Any crew member un-assigned to a higher rank will become an Ensign. Working en masse, they provide all the labour, soldiering, piloting and operational skills necessary for a succesfull team. If you are an ensign, don't worry, you have a relatively easy role as you'll only be assigned one or two tasks, however you are just as important as any other player in the game.

In larger games, there may be assigned upper and lower class variances of these ranks, to add to depth and chain of command.

Now onto crew roles. You must follow your role and responsibilities or the entire operation may fail!

Officer - Officers reside in the control tower, and various stations throughout the ship. They are the epitomy in the command chain and command the other crew members to the best of their ability. Officer class hold the most responsibility and if you cannot control your crew you will be demoted.

Crew - 'Crew' is a pretty standard term for any crew member working indoors. The majority of players will fall under this job role as it is the most versatile.

Pilot - Pretty self-explanatory. Pilots are the guys that fly the planes. They are also trained in side-arm use and can be called upon to be used as make-shift soldiers in a ground fire fight.

Deck Officer - Deck Officers manage the deck operations, and primarily work outdoors or in the hangar areas. They are well trained in flight procedure and emergency protocol. A lot of players may fall under this role as well.

Hazards Officer - Crew trained specifically for emergency situations. They are specialised in bomb defusal (and placement), pyro-technicalities and other hazardous events. This will be the least used player role, but may be called upon in various scenarios.



Hope to see these in use soon! :)
« Last Edit: January 31, 2008, 05:51:19 PM by Sniff »

Wow!

I say again.

Sniff, if this attempt at an amazing mini-game is successful, you'll probably be one of the more famous people in the Blockland community's history.

Good luck!

A person who claims to be your brother loaded this on our clan server since he's a clan member  :cookieMonster:


Rebelpie is my brother, yeah. I don't mind too much if people load it, as long as everyone knows who made it, and that it's far from finished.

Rex

Please make a version without the lighting...I need to be able to explore the build with an fps greater than 3. On another note, love the build. As I said earlier, far better than my application.

Another note to add to strategy is that I'm adding air vents you can crawl through. ftw! :D

didnt i give you that idea?


Just an update on the project. I've undertaken a few different builds and I'm enjoying the fresh starts and more detail I can put into smaller constructions. Although I love my carrier, I just can't see me finishing this thing to my own expectation of a high standard by myself.

Due to this, I intend to wrap up all structure in the build, close off areas that have had no work on them at all (such as the very bottom floor), add a few more room interiors and submit it as an application. My hopes are that after the application submission, I will no longer be bound by sole building, and will open it up for a team build. This doesn't mean that anyone can build on it, I will still have a trust system involved, but it will likely be a few of my closer, skilled friends helping out, customising the ship in the way they see fit.

This way, I can still start up this rpg or siege game idea, without the constant stress of having to finish the project. Blockland is a game after all, and it should remain fun, not a chore. I expect a lot of you have felt the same way about some of your builds before.

I intend to use my free time up to the weekend to carry on building on the project and get it up to the highest possible standard before submission. Wish me luck, and don't lose hope in the project. It's too big, and come so far to just fall!

Great job sniff i really like the rpg idea you deserve this :cookie:

I havnt saw the server up for few days now.

I are buildink moon bases on the mOTe serber. For teh lulz. I pomiss to finish for app by moondai. k? thxlol

:)