These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Logic jetcans, EVE Redstone

Author
Rozhkov
Neptune Shard
#1 - 2014-01-27 04:51:34 UTC
Bear with me here.

We have our spaceships (basketball players), our court (spaaaace!), and our basketball (a jetcan). I've never played the ECM football game, but it got me thinking, could we use logic jetcans? Say you get the ball near the goal jetcan. if the jetcan gets within say, 5km, then one of the cans will change color. Or shoot off a firework. Or unlock a jetcan. Or light up the next jetcan in sequence for the next goal. Anything. Doesn't matter what it's for. Computer language 101 type stuff. Heck, make it a scannable play area within a solar system if you don't want it to be something sold on the market.


Doesn't have to be complicated, unless the code is complicated, then forget it.

Give us a new shovel for our sandbox, I'm sure someone will figure out a way for it to open up another form of creativity.

A redstone (minecraft) equivalent for eve. I'm sure there are some programming scraps left around somewhere with the same idea.
James Nikolas Tesla
Tesla Holdings
#2 - 2014-01-27 06:42:17 UTC
?

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

Alduin666 Shikkoken
Doomheim
#3 - 2014-01-27 07:36:09 UTC
James Nikolas Tesla wrote:
?

Honor is a fools prize. [I]Glory is of no use to the dead.[/I]

Be a man! Post with your main! ~Vas'Avi Community Manager

Endovior
PFU Consortium
#4 - 2014-01-27 07:39:34 UTC
EVE is a sandbox, yes... but not that kind of sandbox.

Things left in space decay over time for a reason, after all. Space can get cluttered up even with perfectly innocuous inert structures, which just sit there and do nothing. You really don't want to add to the problem with structures that automatically attempt to talk to all structures within range every tick (which means 'all structures on grid' of course, since 'in range' means 'do a range calculation between you and everything'). You really especially don't want to make it a thing where these things will continue interacting and iterating on their own internal logics even when the system is empty.

In other words; no redstone, no logic. For reasons of lag, they must never exist.
Goldensaver
Maraque Enterprises
Just let it happen
#5 - 2014-01-27 07:42:08 UTC
Alduin666 Shikkoken wrote:
James Nikolas Tesla wrote:
?


I was confused too. Just googled ECM football and found this.

Direstorm wrote:

THE FIELD:
Frigate Football should be played on a playing field 100km long and any length wide. Each team has an anchored Secure Container (the Goals) at one end of the field.

THE BALL:
The ball should be a jet can with an object inside.

THE OBJECTIVE:
The objective is to bring the ball to your team's goal post.

THE PLAYERS:
Each of the two teams should have an equal number of players. Each player should be flying a T1 frigate. Larger ships (or interceptors) are optional at the discretion of the teams.

THE RULES:
*No damage dealt to either the players, the ball, or the goals. However, nos/neut, EW, and web/scram is OK.
*No microwarp drives.
*No destruction of the ball(by looting it, for instance). The ball must be dragged via tractor beam.
*Each time the ball is dragged to a goal, the team whose goal it is scores one point. Victory is determined either by time limit, or when a team reaches a given number of points.


Now I want to play this.

But on the topic, I don't know? It's basically asking for simply an enhancement for frigate football.
Julius Rigel
#6 - 2014-01-27 10:36:32 UTC  |  Edited by: Julius Rigel
Rozhkov wrote:
could we use logic jetcans? Say you get the ball near the goal jetcan. if the jetcan gets within say, 5km, then one of the cans will change color. Or shoot off a firework. Or unlock a jetcan. Or light up the next jetcan in sequence for the next goal.
Or you could just pay attention to your screen, and you will see when the "ball" passes the "goal". This is an over-complicated idea that solves something which isn't really a problem.

Rozhkov wrote:
Give us a new shovel for our sandbox, I'm sure someone will figure out a way for it to open up another form of creativity.
I am all for ideas about features which are tools that have specific functions and not specific uses, such as old probes (scan, generate a warpable point on the map which coordinates are calculated based on probed object's coordinates factored with scan deviation) which were a tool and could be used for anything you could imagine, compared to new probes (scan until deviation 0, create a warpable point on the map which corresponds to the location of the probed object in some pre-defined fashion) which are just a means to finding wormholes and exploration sites, and have no function or purpose beyond doing exactly what they are supposed to do.

But this one in particular doesn't seem very well thought-through, and you need to at least do a little more elaboration on how these things would function, in terms of the game world, the interface, etc..

Rozhkov wrote:
A redstone (minecraft) equivalent for eve.
Minecraft is a terribly badly optimized game, and suffers from myriad technical issues. It's simply a very very bad example of any aspect of game design beyond demonstrating the Skinner box effect.

I'm not trying to say anything bad about Minecraft as itself, or about playing the game, or whatever. I'm simply saying that using Minecraft as an example in this context is not entirely appropriate. If you designed anything in EVE the way it is designed in Minecraft, I think it would at best create huge amounts of lag.

Or to put it in terms of your idea: What happens when someone programs over 8000 of these "redstone" containers to blink every time another container blinks, and then dumps them on a grid? Perhaps it would create a big chain reaction that would look a lot like a fleet fight - lots of entities that all have to repeatedly poll each other for input, send thousands of "blink" events to every client on the grid, and so on. So I guess you could just fly around and crash nodes willy-nilly?

Those are things I think you must consider about your idea. Things like; what does the features do? Does it solve some kind of problem? What does it look like in-game? How does it affect the hardware and software?

Goldensaver wrote:
Now I want to play this.
Why don't you? There's nothing stopping you.

Granted, it's a little more difficult these days to make it so that a group of people can shoot / e-war each other, what with all the soft padding CCP is adding to every sharp corner of the game rules, but you can still play amongst corp mates, or do it in nullsec, or simply agree to take the risk of going mass suspect-flagged (by all stealing from a container) in a safespot in high sec for the duration of the match.

I believe the people who invented Can-ball, or Jetcan Football, lived in nullsec already, so that's where they would meet up to play. I remember reading about it and that they even managed to organise an inter-alliance match at some point.