Boat Suggestions, Redux
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- Sho
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Boat Suggestions, Redux
The IRC (BlackCanyon, Surly, me, whoever else was talking at the time) produced a few common-sense suggestions for boats. Here they are, with the problems they solve.
Problems:
1. It's very annoying and potentially disastrous if you try to dock to something without realizing that it'll take, say, two days.
2. It's not realistic that you can see the names of ships that you can dock to, and see how far away ships in your area are, but not be able to link one to the other.
3. It's not realistic that while you can see the locations of all ships in your area, you can only see the names of ships larger than yours.
4. The docking percentage doesn't seem to have any explainable meaning. It doesn't decrease linearly with time and doesn't start at 0.
Suggestions:
1. Docking should be cancelable.
2. The distance between your ship and another should be displayed beside the other ship's name. Ideally the direction would also be there. (Added effect when implemented with suggestion 3)
3. Ships in view but not dockable to should be displayed as well.
4. The "docking percentage" should be fixed somehow. Ideally it would express either time till docking or distance to target. Alternatively it could be a true percentage. (Addedd effect when implemented with suggestion 1)
Problems:
1. It's very annoying and potentially disastrous if you try to dock to something without realizing that it'll take, say, two days.
2. It's not realistic that you can see the names of ships that you can dock to, and see how far away ships in your area are, but not be able to link one to the other.
3. It's not realistic that while you can see the locations of all ships in your area, you can only see the names of ships larger than yours.
4. The docking percentage doesn't seem to have any explainable meaning. It doesn't decrease linearly with time and doesn't start at 0.
Suggestions:
1. Docking should be cancelable.
2. The distance between your ship and another should be displayed beside the other ship's name. Ideally the direction would also be there. (Added effect when implemented with suggestion 3)
3. Ships in view but not dockable to should be displayed as well.
4. The "docking percentage" should be fixed somehow. Ideally it would express either time till docking or distance to target. Alternatively it could be a true percentage. (Addedd effect when implemented with suggestion 1)
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AngelSpice
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- Black Canyon
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- Sho
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AngelSpice wrote:The docking percentages seem to be almost logrithmic in their progression. If you have enough seagoing characters, you learn to guess how long it's going to take. *shrugs* I guess I don't care if it's changed.
Right, I more or less know how long docking takes based on the "percentage," but it shouldn't require loads of Cantr experience (or, for that matter, a table on the wiki) to figure that out.
- Fleegle
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- Racetyme
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- Black Canyon
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- Sho
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The Industriallist
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There is no symmetric docking Nick, that's why. I'd guess that the game doesn't even have symmetric relationships between 'rooms' as an option yet... Sure, the locks work both ways now, but it's still the host ship carrying around the 'docked' parasite.
It'd be amusing to see whether a sloop carrying a galleon was faster than a galleon carrying a sloop, but I don't really think it ought to happen...
It might be a good thing for some mechanic like that to exist, though I'm not sure that realistically a Raker-sized ship could 'dock' with a raft in any meaningful way. The raft would most likely get plowed under unless the Raker was firmly anchored.
I agree with Sho's suggestions. Probably the first even more than the others, but they're all good.
It'd be amusing to see whether a sloop carrying a galleon was faster than a galleon carrying a sloop, but I don't really think it ought to happen...
It might be a good thing for some mechanic like that to exist, though I'm not sure that realistically a Raker-sized ship could 'dock' with a raft in any meaningful way. The raft would most likely get plowed under unless the Raker was firmly anchored.
I agree with Sho's suggestions. Probably the first even more than the others, but they're all good.
"If I can be a good crackhead, I can be a good Christian"
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- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
Ok, everyone who is freaking over any trig, calm yourselves.
Angles and even distance can be figured out using some pretty simple algerbra. Ancient greek stuff. Pythagoran Theory. I have taught this stuff to my 9 year old, and he's not honor roll or anything.
C^2 = A^2 + B^2
(A squared equals B squared plus C squared)
Here are better explinations than I can provide:
http://www.usna.edu/MathDept/mdm/pyth.html
This second link has enough math available at the "my Mathmatics" page for you to be able to start at grade school education and read your way up to ... about anything you want. Several proofs of the theory, all available to boats as far as I know.
http://www.jimloy.com/geometry/pythag.htm
Angles and even distance can be figured out using some pretty simple algerbra. Ancient greek stuff. Pythagoran Theory. I have taught this stuff to my 9 year old, and he's not honor roll or anything.
C^2 = A^2 + B^2
(A squared equals B squared plus C squared)
Here are better explinations than I can provide:
http://www.usna.edu/MathDept/mdm/pyth.html
This second link has enough math available at the "my Mathmatics" page for you to be able to start at grade school education and read your way up to ... about anything you want. Several proofs of the theory, all available to boats as far as I know.
http://www.jimloy.com/geometry/pythag.htm
Reality was never my strong point.
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Sarah
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The Pythagorean Theorm works for right triangles (triangles with a 90-degree angle). C must be the hypotenuse (the side opposite the right angle). Don't forget to find the square root of C^2 to get your actual answer.
You can solve triangles that don't have a right angle too, by using the law of sines or the law of cosines. They aren't that difficult either. I could explain them, but I think Google would do a better job.
You can solve triangles that don't have a right angle too, by using the law of sines or the law of cosines. They aren't that difficult either. I could explain them, but I think Google would do a better job.
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AngelSpice
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- Agar
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