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spaceship_construction [2011/08/07 10:01] – [Start making the actual interior rooms for your ship] hagalazspaceship_construction [2013/10/17 01:59] (current) – [Start making the actual interior rooms for your ship] zobeid
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------------------------------------------------------------------------+====== Introduction ====== 
 +To borrow a phrase from an older, long-gone version of Furscape's website, "Space is the ADVANCED system in Furscape." 
 +  
 +Players wishing to design and build their own spaceship will need to read this page and the [[Spaceship Upgrades]] page before requesting a ship.  They will need the following: 
 +  * Documentation for the ship's design and intended use. 
 +  * Sufficient funds to purchase all modules required to outfit said ship.
  
-This document goes with the L.I.T.E system for 3-dimensionalmultiple universe space travel.+If building a ship that is larger than the minimum spaceworthy size (OOCly referred to as 'class-one'), the following question must be taken into consideration: "Who is going to help crew my ship?"  Ships larger than the minimum size require multiple **players** (not characters!) to participate in operating the ship. 
 +  
 +This is the latest version of the ship building manualIt is likely to evolve to include FAQ and fixes as players run into questions or problems while following these instructionsIf you follow these instructions and something does not seem to workplease contact Karinne, Zobeid, or Hagalaz by **page #mail**.
  
-Notice: Reason for this document 
  
-Due to bad experience in the past with players who proved unmotivated to perform even basic setup on their vehicles, we no longer allow ships to be released into space without screening by our theme and RP staff. This set of guidelines and building procedures replaces the formerly automated Buildship command, which is now defunct, and to acquire a spaceship under the new rules, these construction guidelines are to be followed precisely. Notice that the final steps in the construction proces involves having a member of RPstaff visit the vessel and run an approval program before the vehicle is L.I.T.E compatible.+====== Creating the Ship Object ====== 
  
-Notice: Manual version+Spaceship construction should ideally be done in or near an existing spaceport, and in an area that does not belong to a W3 or higher wizard.  Most spaceports have hangers which are a convenient place to work.
  
-This is the latest version of the ship building manualIt is likely to evolve to include FAQ and fixes as players run into questions or problems while following these instructionsIf you follow these instructions and something does not seem to workplease contact Karinne by **page #mail**.+The beginning command is "makevehicle" This automatically creates a basic, generic vehicle with a vehicle object, an interior room, and a parent room This type of vehicle cannot travel in spacebut it can be converted to a spaceship when it's ready for approval.
  
 +You should lock the newly-created vehicle so other players can't move it:
  
-====== Creating the Ship Object ====== +''**@lock vehicle=me&!me**''
  
-Create an object that will represent your vehicle, using the regular method for creating an item. You should know already what your vehicle is going to be called, and from here on every time you read the word <vehiclename>, replace it with the name you selected for your vehicle. Note that we will register this object as MyVehicle upon creation, so that we can refer to it easily in the future.+You should also register the vehicle so you can easily address commands to it:
  
-''**@CREATE <vehiclename> 1 = MyVehObject**'' +''**@reg #me vehicle=MyVehicle**''
-  +
-Ships are heavy, and not to be carried around by anyone. Therefore you are to set a lock on the object that makes it impossible to pick up. ( Don't worry, it is alright to have it in your inventory for just now, but later on we will put it in a good place. )+
  
-Thanks to having registered it in Step 1, you can now refer to your vehicle simply as //$MyVehicle//.+Then you can rename it to something more appropriate For example:
  
-''**@LOCK $MyVehObject me&!me**''+''**@name vehicle=Brazen Serpent**''
  
 ===== Describe the Ship Object ===== ===== Describe the Ship Object =====
  
-Now that we know nobody is going to run away with our object, it should be given a description. Remember to write accurately what the vehicle looks like in terms of size, entrance locations, design style, etc. Planetary, corporate or faction logo is also to be mentioned in the description.+Now that we know nobody is going to run away with our object, it should be given a description. Remember to write accurately what the vehicle looks like in terms of size, entrance locations, design style, etc. Planetary, corporate or group logo is also to be mentioned in the description.
  
-''**lsedit $MyVehObject = desc** ''+''**lsedit $MyVehObject=desc** ''
    *<multi-line description of your choice, may include MPI and ansi color>    *<multi-line description of your choice, may include MPI and ansi color>
    *hit <ENTER> at end of each paragraph.    *hit <ENTER> at end of each paragraph.
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 **.end** **.end**
  
-''**@DESC $MyVehObject = {eval:{list:desc,this}}**'' +''**@desc $MyVehObject={eval:{list:desc,this}}**'' 
  
-Set your ship with the Q flag, a requirement to see things through your window in color. 
-  
-''**@SET $MyVehObject = Q**'' 
-  
 You may set further details on your ship object, such as a scent, some patterns for MPI pronoun substitution, etc. Anyway, when you **look** at a sample ship object, you should now look something like:  You may set further details on your ship object, such as a scent, some patterns for MPI pronoun substitution, etc. Anyway, when you **look** at a sample ship object, you should now look something like: 
  
-**Spaceship (#555QM)**+**Brazen Serpent(#555V)**
  
 with a description of the ship appearing after the name of the ship. with a description of the ship appearing after the name of the ship.
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 For the moment, we are done with the vehicle object.  For the moment, we are done with the vehicle object. 
  
-====== Creating the Ship's Parent Room ======+===== Move to the Ship's Parent Room ===== 
 +  
 +To enter your ship:
  
-It is now time to begin creating the structure of rooms that is to go inside. The first of these rooms will be a Parent Room that contains all the other rooms of your vehicle for safe keeping. This room must be declared as follows: (And notice that we register this room as **$MyVehRooms** for easy future reference.)+''**enter $myvehicle**''
  
-===== Dig the Ship's parent room =====+To find the dbref number of your ship's parent room:
  
-''**@dig <vehiclename> Parent Room = $lite/parent/Spaceship = $MyVehRooms**'' +''**examine here**''
  
-===== Move to the Ship'parent room and get to work! ===== +The very top line should list the parent room.  You should see something similar to:
-  +
-It will be easier to edit this new room when you are inside, so go there.+
  
-''**@tel me=$MyVehRooms**'' +**Inside Zobeid's Vehicle(#7945RJ)  Owner: Zobeid  Parent: Zobeid's Vehicle Parent(#7950RJ)**
  
-Make sure there are no properties on your roomWhile standing insidetype:+What you want is the number at the end In this case: **#7950** 
 + 
 +We'll register it much as before: 
 + 
 +''**@reg #me #7950=MyVehRooms**'' 
 + 
 +You can go there using @teleportor @tel for short: 
 + 
 +''**@tel me=$MyVehRooms**''
  
-''**EXAMINE here=/**'' 
-  
-There should be nothing there. If there is anything there, remove it and repeat. 
-  
 Because actions inherit down the environment, and all the rooms in your ship are either directly or indirectly going to be below this one, any action you create on this object will be available from every room in your vehicle. This makes it the ideal place to install your home-made MPI commands from. If you have none, you may skip this step. Because actions inherit down the environment, and all the rooms in your ship are either directly or indirectly going to be below this one, any action you create on this object will be available from every room in your vehicle. This makes it the ideal place to install your home-made MPI commands from. If you have none, you may skip this step.
- 
-===== Describe the Ship's parent room ===== 
  
 There is only limited freedom in how this particular room should be described - use the following: There is only limited freedom in how this particular room should be described - use the following:
  
-''**@DESC $MyVehRooms = Builder: <your name>, Co-builders: <anyone else helping you>, Reason for building: <what the ship is for>, <enter any other comments you like to mention as related to the ship construction here>**''+''**@desc $MyVehRooms=Builder: <your name>, Co-builders: <anyone else helping you>, Reason for building: <what the ship is for>, <enter any other comments you like to mention as related to the ship construction here>**''
    
 ===== Start making the actual interior rooms for your ship ===== ===== Start making the actual interior rooms for your ship =====
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 Here is a guideline for how many interior rooms are considered appropriate for different size classes of ship: Here is a guideline for how many interior rooms are considered appropriate for different size classes of ship:
  
-^Class ^ Mass Units* ^ #rooms ^ Suitable civilian ship type examples ^ +^Class ^ Size (m) ^ #rooms ^ Suitable civilian ship type examples ^ 
-| 0/M  | 10-95     | 1      | These are Mecha, see [[class-zero ship mecha construction|Mecha documentation]] | +| 1    | 60-100   | 2-5    | Scouts, couriers, other private transport | 
-| 1    | 80-100   | 2-5    | Scouts, couriers, other private transport | +| 2    | 100-300  | 4-12   | "Free Trader"-style transports, passenger liners | 
-| 2    | 101-200  | 4-12   | "Free Trader"-style transports, passenger liners | +| 3    | 300-600  | 10-18  | "Subsidized Merchant"-style transports (group-owned) | 
-| 3    | 201-400  | 10-18  | "Subsidized Merchant"-style transports (faction-owned) | +| 4    | 600-1000 | 15-25  | Supertanker, Long distance passenger liner | 
-| 4    | 401-800 | 15-25  | Supertanker, Long distance passenger liner | +| 5    |1000-1500 | 30-40  | Restricted to major organizations with Headwizard approval. |
-| 5    | 801-1600 | 30-40  | Restricted to major factions with Headwizard approval. |+
 | L    | Any      | Any    | Planets, Space stations, etc. | | L    | Any      | Any    | Planets, Space stations, etc. |
- 
-//*Mass units are just for relative size comparison, and are considered 'empty weight' (weight minus fuel, cargo, munitions, water and life support materials, etc... These will be hammered out with the introduction of the new space system. - Hagalaz// 
  
 Please note the additional requirements for spaceships of various size classes. These are cumulative, so whatever is required for a size 1 is also required for size 2, and so forth: Please note the additional requirements for spaceships of various size classes. These are cumulative, so whatever is required for a size 1 is also required for size 2, and so forth:
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    *Must have equivalent of Galley    *Must have equivalent of Galley
    *Must have 'decoration' on board, meaning mpi or @succ/@osucc'ed exits that allow RP related actions in appropriate rooms. This way, by the time a player can own a Class 3 ship, they should also be at least capable of building a decent interesting muck area.    *Must have 'decoration' on board, meaning mpi or @succ/@osucc'ed exits that allow RP related actions in appropriate rooms. This way, by the time a player can own a Class 3 ship, they should also be at least capable of building a decent interesting muck area.
-   *Light Class 3 ships are currently the largest that can be transatmospheric, but need staff approval to be so. 
-   *If not transatmospheric, must have dedicated 'shuttle' bay. 
    
 Class 4 Class 4
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    *Must have equivalent of actual IC storerooms for larger gear    *Must have equivalent of actual IC storerooms for larger gear
    *Must have equivalent of multiple entry hatches    *Must have equivalent of multiple entry hatches
-   *Must be non-atmospheric. 
-   *Must have dedicated 'shuttle' bay. 
    
 Class 5 Class 5
    *Must be created in the course of a long running TP, which is handled together with our RP staffers.    *Must be created in the course of a long running TP, which is handled together with our RP staffers.
    *Headwiz majority vote is required for approval of any Class 5    *Headwiz majority vote is required for approval of any Class 5
-   *Must be non-atmospheric. 
-   *Must have dedicated 'shuttle' bay. 
    
 ===== Example room - the Bridge ===== ===== Example room - the Bridge =====
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 Using either **@desc** or the room-editor **editroom**, edit the appearance of this room to look like the command center of your ship - or any other part of your ship if you are making something other than a bridge. Using either **@desc** or the room-editor **editroom**, edit the appearance of this room to look like the command center of your ship - or any other part of your ship if you are making something other than a bridge.
 +
 +When describing spaceship interior rooms, please remember that we don't have artificial gravity or inertial dampers on our ships!  That technology doesn't exist in our setting.  Large space stations can provide artificial gravity through rotation, but that method is not practical for most spaceships.  Your spaceship interior will be either in microgravity or under acceleration most of the time.  Interior furnishings should reflect this with hand-holds, ladders, bunks and storage where equipment can be held securely.
  
 ===== Activating ship command functions ===== ===== Activating ship command functions =====
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 ====== Phase Three: PROFIT! ====== ====== Phase Three: PROFIT! ======
 +The next step is to proceed directly to the [[spaceship upgrades]] page and install modules.  If you are not planning to install weapons modules, you must install empty cargohold modules to take up all available space.  You may NOT build a ship that is described as a warship or as having combat capability without the corresponding weapons modules installed.
    
 Now you should have a fully functional spaceship! Now you should have a fully functional spaceship!
spaceship_construction.1312711262.txt.gz · Last modified: 2011/08/07 10:01 by hagalaz