Advertisement
Guest User

FC Skype 2

a guest
Jan 10th, 2014
56
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.13 KB | None | 0 0
  1. [1/9/2014 4:02:25 PM] Saravanth A.: We can hear you.
  2. [1/9/2014 4:02:33 PM] Þ C: Everyone join, even if you won't talk
  3. [1/9/2014 4:03:44 PM] Saravanth A.: General Sci-Fi stuff
  4. [1/9/2014 4:03:59 PM] Þ C: I can barely here you, Iv
  5. [1/9/2014 4:04:02 PM] Þ C: *hear
  6. [1/9/2014 4:04:04 PM] Saravanth A.: Agreeing on that!
  7. [1/9/2014 4:04:13 PM] Iv121: Ill look into it
  8. [1/9/2014 4:04:26 PM] Iv121: Does it brek or is it weak
  9. [1/9/2014 4:04:29 PM] Iv121: yes
  10. [1/9/2014 4:04:35 PM] Saravanth A.: I can't hear you at all, Ivy
  11. [1/9/2014 4:04:39 PM] Iv121: WEll how do I make it louder
  12. [1/9/2014 4:04:41 PM] Iv121: IV
  13. [1/9/2014 4:04:43 PM] Iv121: I
  14. [1/9/2014 4:04:44 PM] Iv121: v
  15. [1/9/2014 4:04:48 PM] Iv121: as easy as that
  16. [1/9/2014 4:04:50 PM] Saravanth A.: You're Ivy to me, dear.
  17. [1/9/2014 4:05:00 PM] Iv121: Why not lets go with eve and end story
  18. [1/9/2014 4:05:06 PM] Iv121: hehe
  19. [1/9/2014 4:05:07 PM] Iv121: no
  20. [1/9/2014 4:05:12 PM] Iv121: I was being sarcastic
  21. [1/9/2014 4:05:15 PM] Saravanth A.: Yes, yes
  22. [1/9/2014 4:05:30 PM] Saravanth A.: No owls.
  23. [1/9/2014 4:05:31 PM] Iv121: Not rly
  24. [1/9/2014 4:05:32 PM] Saravanth A.: Period.
  25. [1/9/2014 4:05:37 PM] Iv121: it is possible to make sense out of it
  26. [1/9/2014 4:05:45 PM] Iv121: I made sense before I was rejected
  27. [1/9/2014 4:05:48 PM] Saravanth A.: Players shouldn't get right into spaceships and tech, though
  28. [1/9/2014 4:05:52 PM] Iv121: and then you accepted my idea
  29. [1/9/2014 4:05:58 PM] Iv121: the same thing but from cats
  30. [1/9/2014 4:06:04 PM] Saravanth A.: It should take at least a dedicated week to get somewhere mentionable
  31. [1/9/2014 4:06:05 PM] Iv121: Not magic
  32. [1/9/2014 4:06:15 PM] Saravanth A.: Different directions on a giant tech tree?
  33. [1/9/2014 4:06:26 PM] Iv121: Sara got a ghood idea of a web tech tree
  34. [1/9/2014 4:06:34 PM] Saravanth A.: Hi, Teil
  35. [1/9/2014 4:06:34 PM] BKTiel: I just got back from school and heard skype
  36. [1/9/2014 4:06:35 PM] Iv121: with each race beginning from another part of it
  37. [1/9/2014 4:06:39 PM] Þ C: Yeah, sorry.
  38. [1/9/2014 4:06:46 PM] Iv121: thus maknig some nations naturally better at specific stuff
  39. [1/9/2014 4:06:51 PM] Þ C: We had to compromise because of all the timezones.
  40. [1/9/2014 4:06:54 PM] Saravanth A.: Right, what about multiple races?
  41. [1/9/2014 4:06:57 PM] BKTiel: wat
  42. [1/9/2014 4:06:58 PM] BKTiel: guys
  43. [1/9/2014 4:07:01 PM] Iv121: Better at shields
  44. [1/9/2014 4:07:03 PM] Iv121: or ballistics
  45. [1/9/2014 4:07:04 PM] BKTiel: it's way too early to be figuring that out
  46. [1/9/2014 4:07:20 PM] Iv121: Is he even here ?
  47. [1/9/2014 4:07:22 PM] Saravanth A.: My original idea was rather everyone having start out in the beginning, and then "specialising" into one direction
  48. [1/9/2014 4:07:24 PM] Iv121: \I cant see him in
  49. [1/9/2014 4:07:30 PM] Saravanth A.: Around mid game
  50. [1/9/2014 4:07:39 PM] Saravanth A.: Getting into different play and art styles
  51. [1/9/2014 4:07:44 PM] Saravanth A.: Yes
  52. [1/9/2014 4:08:42 PM] Saravanth A.: It should be slower in the beginning
  53. [1/9/2014 4:09:04 PM] Saravanth A.: It should start out almost terra firma craft, getting faster and faster with time
  54. [1/9/2014 4:09:19 PM] Saravanth A.: Yeah
  55. [1/9/2014 4:10:21 PM] Tau Xi: Bacl.
  56. [1/9/2014 4:10:23 PM] Tau Xi: Back*
  57. [1/9/2014 4:10:30 PM] Saravanth A.: Welcome
  58. [1/9/2014 4:10:52 PM] Benjamin Reichardt: I think we have some thing with computers planned.
  59. [1/9/2014 4:10:52 PM] TinkerPox: sent u email tau
  60. [1/9/2014 4:10:57 PM] Saravanth A.: As for multiblocks, for ship weapons, for example
  61. [1/9/2014 4:11:32 PM] Saravanth A.: Didn't fr0st want to remove redstone?
  62. [1/9/2014 4:11:59 PM] Saravanth A.: Yeah
  63. [1/9/2014 4:12:12 PM] Saravanth A.: Yes
  64. [1/9/2014 4:12:18 PM] BKTiel: Iv has the best accent
  65. [1/9/2014 4:12:21 PM] Saravanth A.: ^
  66. [1/9/2014 4:12:25 PM] Þ C: Yeah, lol.
  67. [1/9/2014 4:12:48 PM] Benjamin Reichardt: but with GUIs
  68. [1/9/2014 4:13:03 PM] Saravanth A.: Let's increase the amount of ore drastically
  69. [1/9/2014 4:13:10 PM] Saravanth A.: Make much, much bigger clusters
  70. [1/9/2014 4:13:17 PM] Saravanth A.: That, yes
  71. [1/9/2014 4:13:40 PM] Saravanth A.: It would give strategical value to things like uranium mines, or similar stuff
  72. [1/9/2014 4:13:47 PM] Benjamin Reichardt: maybe random ore generation rates?
  73. [1/9/2014 4:14:16 PM] Saravanth A.: lol
  74. [1/9/2014 4:14:39 PM] Saravanth A.: Every planet should have different types of ores/elements set, and generate big clusters of those
  75. [1/9/2014 4:14:56 PM] Saravanth A.: Also, tech should be appliable with different kinds, with different qualities on the end product
  76. [1/9/2014 4:15:02 PM] Sophie: do you want me to shut up during the entire time? i could do that basically... so y'all are not disturbed by me
  77. [1/9/2014 4:15:14 PM] Þ C: No, you're fine Sophie.
  78. [1/9/2014 4:16:34 PM] Saravanth A.: I'm against any set factions
  79. [1/9/2014 4:16:40 PM] Saravanth A.: Agreed
  80. [1/9/2014 4:16:48 PM] TinkerPox: me too
  81. [1/9/2014 4:16:53 PM] Tau Xi: ^
  82. [1/9/2014 4:17:04 PM] TinkerPox: tau check ur email?
  83. [1/9/2014 4:17:15 PM] Tau Xi: Checking.
  84. [1/9/2014 4:17:33 PM] Saravanth A.: Aliens could be stranded remnants of civilisations, of whose ruins could be found or something
  85. [1/9/2014 4:18:16 PM] Sophie: (this is probably such a stupid question again but if you don't have aliens, what other enemies do you have then?)
  86. [1/9/2014 4:18:17 PM] Saravanth A.: The players could perhaps alterate themselves with some kind of higher tier genetic techs
  87. [1/9/2014 4:18:54 PM] Saravanth A.: It's sandbox... No real enemies required. And anyways, as there will be lots and lots of people playing in the same universe, there will be war.
  88. [1/9/2014 4:19:14 PM] Þ C: @Sophie: Other player factions, probably.
  89. [1/9/2014 4:19:31 PM] Sophie: gotcha, thanks (:
  90. [1/9/2014 4:20:26 PM] Saravanth A.: Server chat should be removed, until such tech has been researched, and structures for that have been built
  91. [1/9/2014 4:20:29 PM] Saravanth A.: Like antennaas
  92. [1/9/2014 4:20:33 PM] Saravanth A.: antennas*
  93. [1/9/2014 4:20:52 PM] Saravanth A.: Radio towers*
  94. [1/9/2014 4:21:33 PM] Saravanth A.: You charge for the ingame money
  95. [1/9/2014 4:21:41 PM] Saravanth A.: ingame stuff*
  96. [1/9/2014 4:21:45 PM] Saravanth A.: Can't brain...
  97. [1/9/2014 4:21:53 PM] Saravanth A.: Demanding money off of mods is illegal
  98. [1/9/2014 4:21:54 PM] Sophie: (all my questions are going to be so retarded you can surely ignore them okay? i'm an amateur i have no clue of anything yet... so what i want to know is, is the game going to be multi-player?)
  99. [1/9/2014 4:22:04 PM] Saravanth A.: Yes. lol
  100. [1/9/2014 4:22:10 PM] Tau Xi: Yes, it will be VERY multiplayer.
  101. [1/9/2014 4:22:15 PM] Tau Xi: That's pretty much the point.
  102. [1/9/2014 4:22:35 PM] TinkerPox: brb
  103. [1/9/2014 4:22:49 PM] Sophie: but i thought mine craft is for single players? are you "adding" that to the game or was i just wrong and it was multi player in the first place?
  104. [1/9/2014 4:22:56 PM] Saravanth A.: An idea I had about that
  105. [1/9/2014 4:22:57 PM] Þ C: Minecraft has multiplayer
  106. [1/9/2014 4:23:28 PM] Benjamin Reichardt: Mc is multiplayer, but we make it an MMO
  107. [1/9/2014 4:23:29 PM] BKTiel: http://futurecraft.forumotion.com/t1892p15-problems-that-may-occur-in-futurecraft
  108. [1/9/2014 4:23:30 PM] Saravanth A.: Making an arrangement with dedicated server-hosts, with people donating to keep them alive
  109. [1/9/2014 4:23:51 PM] Saravanth A.: If a server is too abandoned, it will not recieve donations, probably
  110. [1/9/2014 4:24:22 PM] Sophie: brb (:
  111. [1/9/2014 4:25:13 PM] TinkerPox: back
  112. [1/9/2014 4:25:21 PM] Saravanth A.: Yes, agreed, kind of
  113. [1/9/2014 4:27:12 PM] Saravanth A.: Player should earn research points by spending time at some research thingy
  114. [1/9/2014 4:27:26 PM] Benjamin Reichardt: http://futurecraft.forumotion.com/t1433-research-idea
  115. [1/9/2014 4:27:30 PM] Saravanth A.: A low amount at first, and NPCs could be used to earn them faster
  116. [1/9/2014 4:27:38 PM] Sophie: back (:
  117. [1/9/2014 4:27:47 PM] Saravanth A.: Like, putting them at the research thingy, while you do something else
  118. [1/9/2014 4:27:52 PM] Sophie: awww thank you < 3
  119. [1/9/2014 4:28:33 PM] Saravanth A.: Perhaps different minigames for different kinds of techs researched?
  120. [1/9/2014 4:29:37 PM] Saravanth A.: If we go with humans only, or even with multiple species, it could all start from a center, developing to the outer circles/tiers
  121. [1/9/2014 4:29:42 PM] Saravanth A.: A tech web
  122. [1/9/2014 4:30:44 PM] Saravanth A.: Yeah, but humans don't genetically have that affinity to nuclear bombs, do they?
  123. [1/9/2014 4:30:57 PM] Saravanth A.: It shouldn't be tied to your race
  124. [1/9/2014 4:31:10 PM] Iv121: Well it doesnt have to be biological
  125. [1/9/2014 4:31:26 PM] Iv121: I mean your hgistroy and tech you developped so far is mcuh mroe importnat
  126. [1/9/2014 4:31:47 PM] Saravanth A.: Yes, but players should start out bare bones
  127. [1/9/2014 4:34:30 PM] Saravanth A.: Technology should be shareable
  128. [1/9/2014 4:34:45 PM] Saravanth A.: By writing it down or something
  129. [1/9/2014 4:37:35 PM] Saravanth A.: Weapons should be multiblock-structures, with crucial parts. Like Lasers have to have lenses and something to generate the beam
  130. [1/9/2014 4:38:36 PM] Saravanth A.: They'd need ammo
  131. [1/9/2014 4:38:46 PM] Saravanth A.: Wait, you mean in general...
  132. [1/9/2014 4:39:14 PM] Saravanth A.: Yeah
  133. [1/9/2014 4:39:20 PM] Daniel Reitan: Tried it once
  134. [1/9/2014 4:39:21 PM] Saravanth A.: I WANT WHAT THEY DO WITH THEIR TEXTURES
  135. [1/9/2014 4:39:26 PM] Sophie: gawd german accent
  136. [1/9/2014 4:39:34 PM] Þ C: Ossenreich, not German.
  137. [1/9/2014 4:39:43 PM] Sophie: good point.
  138. [1/9/2014 4:40:21 PM] Þ C: Going mute for a bit, hold on.\
  139. [1/9/2014 4:40:36 PM] Þ C: That sounds good
  140. [1/9/2014 4:40:40 PM] Saravanth A.: Mrh, someone update me on the last two minutes :/ been away
  141. [1/9/2014 4:40:54 PM] Þ C: ^still talking about weapons
  142. [1/9/2014 4:40:58 PM] Saravanth A.: Ah
  143. [1/9/2014 4:41:39 PM] Saravanth A.: Weapons' properties on the components they're built out of
  144. [1/9/2014 4:41:43 PM] Þ C: Maybe, it should depend on the type of weapons
  145. [1/9/2014 4:41:45 PM] Daniel Reitan: I agree with iv
  146. [1/9/2014 4:42:06 PM] Þ C: I don't think we should
  147. [1/9/2014 4:42:22 PM] Daniel Reitan: Daynel
  148. [1/9/2014 4:42:23 PM] Þ C: *nerf weapons one way or the other until we actually get to playtesting
  149. [1/9/2014 4:42:28 PM] Þ C: Daynel is Daniel
  150. [1/9/2014 4:42:30 PM] BKTiel: who's
  151. [1/9/2014 4:42:31 PM] BKTiel: ah
  152. [1/9/2014 4:42:37 PM] Saravanth A.: Lasers and beams would be lightspeed/fastest, of course.
  153. [1/9/2014 4:42:42 PM] Þ C: Alright, cool.
  154. [1/9/2014 4:42:55 PM] Iv121: Im just saying that I want to give a reason to build diff sizes of turrets and ships
  155. [1/9/2014 4:43:05 PM] Saravanth A.: But other things, like kinetics, should depend on the size of their sub-components
  156. [1/9/2014 4:43:11 PM] Saravanth A.: Yeah, their size, basically
  157. [1/9/2014 4:43:11 PM] Þ C: Yeah, I said that I think.
  158. [1/9/2014 4:43:21 PM] Saravanth A.: I was away for short
  159. [1/9/2014 4:43:33 PM] Iv121: BTW ballistic torpedoes can be made in the modular system we build for fighters and bombers
  160. [1/9/2014 4:43:58 PM] Saravanth A.: Yeah, agreed
  161. [1/9/2014 4:44:01 PM] Iv121: as you remember I suggested two parts to fighter building
  162. [1/9/2014 4:44:10 PM] Saravanth A.: With blueprints, with which you could mass produce them
  163. [1/9/2014 4:44:12 PM] Iv121: putting stuff on big crafting grid for stats
  164. [1/9/2014 4:44:19 PM] Saravanth A.: Yeah
  165. [1/9/2014 4:44:25 PM] Iv121: and linking modules for the looks
  166. [1/9/2014 4:44:35 PM] Saravanth A.: The starting planets could all differ slightly
  167. [1/9/2014 4:44:39 PM] Þ C: Mute again.
  168. [1/9/2014 4:44:39 PM] Saravanth A.: Still terran
  169. [1/9/2014 4:44:48 PM] Þ C: nope
  170. [1/9/2014 4:44:50 PM] Daniel Reitan: Nope
  171. [1/9/2014 4:45:15 PM] Saravanth A.: Terran, but perhaps rather dry, or cold, or jungleish
  172. [1/9/2014 4:45:25 PM] Sophie: POKÉMON PRONOUNCED IN ENGLISH IS SO CUTE
  173. [1/9/2014 4:45:44 PM] Saravanth A.: As starting planets
  174. [1/9/2014 4:45:46 PM] Iv121: http://knossos.firenebula.com/fs1/web-resources/shivan-picture.jpg
  175. [1/9/2014 4:45:53 PM] Saravanth A.: Other worlds could be much more diverse
  176. [1/9/2014 4:46:08 PM] Þ C: That's what I wanted to talk about.
  177. [1/9/2014 4:46:10 PM] Þ C: I forgot
  178. [1/9/2014 4:46:18 PM] Saravanth A.: How about we procedurally generate them?
  179. [1/9/2014 4:46:23 PM] Saravanth A.: Like Starbound does?
  180. [1/9/2014 4:46:29 PM] Daniel Reitan: I agree with des
  181. [1/9/2014 4:46:36 PM] Þ C: Procedurally generate animals..?
  182. [1/9/2014 4:46:42 PM] Sophie: he's not german
  183. [1/9/2014 4:46:47 PM] Saravanth A.: Yes.
  184. [1/9/2014 4:46:52 PM] Saravanth A.: @cma
  185. [1/9/2014 4:46:54 PM] Benjamin Reichardt: the language still is
  186. [1/9/2014 4:47:11 PM] Sophie: "ester" doesn't mean anything
  187. [1/9/2014 4:47:13 PM] Saravanth A.: You know how big it was before WWI, right?
  188. [1/9/2014 4:47:14 PM] Sophie: but reich
  189. [1/9/2014 4:47:18 PM] Sophie: you all know reich
  190. [1/9/2014 4:47:43 PM] BKTiel: oster
  191. [1/9/2014 4:47:45 PM] BKTiel: not ester
  192. [1/9/2014 4:47:51 PM] Þ C: Duchy
  193. [1/9/2014 4:47:52 PM] Þ C: Is the word
  194. [1/9/2014 4:47:53 PM] Saravanth A.: Öster
  195. [1/9/2014 4:47:54 PM] Sophie: yeah "Öster" sorry
  196. [1/9/2014 4:48:00 PM] Saravanth A.: That's not a real word, afaik
  197. [1/9/2014 4:48:05 PM] Saravanth A.: In modern language, at least
  198. [1/9/2014 4:48:09 PM] Saravanth A.: Already?
  199. [1/9/2014 4:48:16 PM] Saravanth A.: #derail
  200. [1/9/2014 4:48:17 PM] Sophie: Ivan wo in Österreich kommst du her?
  201. [1/9/2014 4:48:36 PM] Saravanth A.: Ice or volcanic planets
  202. [1/9/2014 4:48:44 PM] Saravanth A.: With ash storms/blizzards
  203. [1/9/2014 4:48:53 PM] Saravanth A.: Natural hazards
  204. [1/9/2014 4:49:44 PM] Þ C: Crap, firewally killed it.
  205. [1/9/2014 4:49:45 PM] Þ C: Hold on
  206. [1/9/2014 4:49:47 PM] Þ C: *firewall
  207. [1/9/2014 4:49:51 PM] Daniel Reitan: Yeah
  208. [1/9/2014 4:49:55 PM] Saravanth A.: Or jungles. With poisonous spores in the air from time to time
  209. [1/9/2014 4:50:01 PM] Saravanth A.: As weather.
  210. [1/9/2014 4:50:05 PM] Saravanth A.: lol
  211. [1/9/2014 4:50:54 PM] Daniel Reitan: Would be cool
  212. [1/9/2014 4:51:05 PM] Daniel Reitan: Sounds pretty advanced though
  213. [1/9/2014 4:51:12 PM] Saravanth A.: In later stages?
  214. [1/9/2014 4:51:20 PM] Þ C: craaaaaaaaaaaaaaaaap
  215. [1/9/2014 4:51:27 PM] Saravanth A.: Anyways, natural hazards need to be focussed much more on.
  216. [1/9/2014 4:51:41 PM] Saravanth A.: Zombies and skeletons are not a thing anymore.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement