Great suggestion, Mystify. All that needs to be changed is how big the oceans are to allow long sailing trips and deeper ocean floors.
I don't understand the people saying its not "minecrafty" although I suspect they're intimidated by the way you describe it. Its just building a boat in minecraft. Pretty simple.
Also I purpose this would get rid of the current boat and you could instead just build a raft. You can't put it in your pocket either.
I think it would make a good landing craft/lifeboat. I would slow it down, however.
If this was to be the boat-making mechanic, then the current boat would definitely have to be out. It'd just be too different from other boats that people would make.
I would use a seat/steering wheel block. Something you can lock the character onto while you transfer control to the ship. Piloting via redstone just sounds awkward.
If this was to be the boat-making mechanic, then the current boat would definitely have to be out. It'd just be too different from other boats that people would make.
I agree. If you want a landing craft/lifeboat you build it and put it on a bigger ship. Coupled with a pulley system it could be like the real thing. :biggrin.gif:
Yeah I agree, some kind of wheel would be the best way of controlling the ship entity. If you wanted to add in propulsion blocks other than sails, you'd have to hook it up to some kind of engine apparatus similar to what windmills and watermills could be like.
Also, I'd request to make sails some kind of actual sail material that provides propulsion rather than propulsion coming from whatever part of the ship is out of the water. If you crafted sails out of wool or cloth or something, it'd add to the realism and intuitiveness of boats.
Also, how would you steer around smaller boats? If a boat's too small to have an engine or sail, or you just want a good ol' fashioned rowboat or canoe, how would you pilot that around?
If this was to be the boat-making mechanic, then the current boat would definitely have to be out. It'd just be too different from other boats that people would make.
I agree. If you want a landing craft/lifeboat you build it and put it on a bigger ship. Coupled with a pulley system it could be like the real thing. :biggrin.gif:
The current boats would off a much smaller alternative than anything this could make. They would have their place. These boats would just be superior.
Quote from Blue_vision »
Yeah I agree, some kind of wheel would be the best way of controlling the ship entity. If you wanted to add in propulsion blocks other than sails, you'd have to hook it up to some kind of engine apparatus similar to what windmills and watermills could be like.
Also, I'd request to make sails some kind of actual sail material that provides propulsion rather than propulsion coming from whatever part of the ship is out of the water. If you crafted sails out of wool or cloth or something, it'd add to the realism and intuitiveness of boats.
Also, how would you steer around smaller boats? If a boat's too small to have an engine or sail, or you just want a good ol' fashioned rowboat or canoe, how would you pilot that around?
The thing is, cloth is the best material. lightweight, and high drag. Wooden sails work, just like they would in real life, but they would be less efficient, and a lot of mass to your ship, slowing it down. So intuitively, you would make sail out of cloth, and it would work the best.
For smaller boats, I would recommend a craft able oar(or double purpose for a wooden shovel?). If you use it on the water, you take control of the boat, and give it a basic speed. If more people use oars, then the speed increases, but the first person still steers. This allows for canoes with multiple people rowing.
The thing is, cloth is the best material. lightweight, and high drag. Wooden sails work, just like they would in real life, but they would be less efficient, and a lot of mass to your ship, slowing it down. So intuitively, you would make sail out of cloth, and it would work the best.
That's kind of what I'm saying against. I don't think it makes for very intuitive ship design to just make regular blocks provide propulsion, as you state. If you ask me, it'd be much better if you had to craft sails which would provide the propulsion for the ship when attatched, rather than having all the component parts of the ship be fused together in a complex mathematical formula to give you your speed. It just seems like an awkward way of doing it.
The only downside I can see with buildable sails it that people will take advantage of the lightweight properties and make MASSIVE ridiculous looking sails to get more speed. Will there be any tipping physics or a cloth tearing imposed on ships to counteract this?
Its a very natural way of doing it. The blocks making up the body of the ship would be a very minor part of it, if you have a sail. The weight/drag/impulse ratios on a sail-less ship would mean that you are getting virtually no motion without sails
However, simply by making a cloth sail, you gain a lot more thrust. If you shape it so it catches the wind, it works even better. You don't need to understand the complex math in the least. The math just reinforces what you would intuitively expect to happen. A indented sail, making it look like it is catching the wind, gives more thrust than a flat sail. A hole in the sail cuts down on the efficiency of the sail. Making it out of blocks allows the ship to be more uniform in its approach, and allows the design of the sails to be incorporated however you wish. Making craftable sails would not offer this flexibility. The sail you would need for a small sailboat is different from the sails you would need for a large frigate, or a small, lightweight ship. Instead of having a dozen types of sails to craft, you just allow them to be incorporated into the design naturally.
The sail you would need for a small sailboat is different from the sails you would need for a large frigate, or a small, lightweight ship. Instead of having a dozen types of sails to craft, you just allow them to be incorporated into the design naturally.
How so?
You can't say "it's a very natural way of doing it" because you have no idea how it'd play out if implemented in the game. Really, I can dig the idea of making separate grid entities and using them as ships, seeing how much water they displace vs their weight to see if they float. But adding in complex forces of drag and whatnot would, imo, make them way too complicated and awkward to try to build with. Just make it so that a ship sits still in water and requires propulsion either via sail or engine to move. The bigger the sail, the faster it moves.
You can't say "it's a very natural way of doing it" because you have no idea how it'd play out if implemented in the game. Really, I can dig the idea of making separate grid entities and using them as ships, seeing how much water they displace vs their weight to see if they float. But adding in complex forces of drag and whatnot would, imo, make them way too complicated and awkward to try to build with. Just make it so that a ship sits still in water and requires propulsion either via sail or engine to move. The bigger the sail, the faster it moves.
I don't think thats true. Anyone who knows what a ship looks like will be able to build a working ship. Someone could make a box and crappy sail and it would work. It wouldn't be the best but it would work.
Drag and wind resistance comes in when someone decides to seriously design a boat made for a specific purpose. People who don't know the basic concepts of designing for minimum drag/maximum speed need not think about such things.
Mystify, you did not address my concern of someone abusing the lightweight nature of wool to make a ridiculously over sized sail.
Mystify, you did not address my concern of someone abusing the lightweight nature of wool to make a ridiculously over sized sail.
I was pondering that. There may need to be some balance system in play so if it becomes too top heavy, it will fall over. That could also play a role if there are storms; the lighter your ship is, the more it gets effected by the storm, and the more top-heavy your ship is, the less it needs to be effected to be tipped over. Hence, the light-weight, fast ship may not handle storms well.
Quote from Blue_vision »
You can't say "it's a very natural way of doing it" because you have no idea how it'd play out if implemented in the game. Really, I can dig the idea of making separate grid entities and using them as ships, seeing how much water they displace vs their weight to see if they float. But adding in complex forces of drag and whatnot would, imo, make them way too complicated and awkward to try to build with. Just make it so that a ship sits still in water and requires propulsion either via sail or engine to move. The bigger the sail, the faster it moves.
Its not that complex a drag system. It would be transparent to most users. Essentially, it boils down to that a slope has less drag than a flat surface, and a cupped shape has even more drag than that. Hence, you want the front of your ship to be sloped(like real ones are), and your sail to be cupped (like real ones are). It is a natural way to do it because it is modeled on how it really works. If you just go with "bigger sail = faster", then you don't need to design a streamlined ship, you don't need to make it lightweight, you just need to add more wool; that is not interesting. It should be simple enough that anyone can build a working boat. Most people should be able to build a pretty decent boat just by making it boat-like. And some people will figure out how to make great ships. If you remove drag from the equation, then the best design is a hollow box, since it has the most carrying capacity, with a huge sail. There are no tradeoffs, and boat-like boats don't work any better. You need the full system to make it work in an interesting manner.
I have some things to add to this topic, as right before I read it, I was about to post the EXACT same thing! :tongue.gif:
One thing I addressed more is propulsion methods. I think there should be a few methods: sails, like you said, propellers, wheels, and Obsidian. Sails, the way you describe them, just sit in the entity as blocks as we know them, but I think a slightly different way could also be used to make more aesthetically pleasing and realistic sails. Perhaps placing one or two wool blocks on a crafting template would produce somewhere in the vicinity of nine sheets?
[] [] []
[] [] = 8 sheets
[] []
You could attach these sheets to a t-shaped pole to make a sail, like in real life. Maybe if the wind hits it, then it would blow out also, like the real thing. That's another thing, wind should play a big role in propulsion. The methods of resistance (drag) and aerodynamics would work just like in water, but they would change depending on wind speeds, a low wind may have a 1-power gust, and a moderate wind would have a 4-power gust, and so on, the power level being the square of the wind level, with the level number being something like level 0, no wind, level 1, low wind, level 2, moderate wind, etc. This would give a nice amount of increase in power per level, so that a high wind is MUCH more powerful than a low wind, and more likely to push a large sailed ship. Another factor could be the direction of the wind in relation to the sail, with the wind pushing a sail in its direction, more so if the sail is facing perpendicular to the wind, and the sail directing the power of the wind in the direction it is facing. The could mean you could use a wind blowing at the side of the ship by facing the sails at a 45 degree angle, only using half the wind power, but also using some of it to direct the ship forward at an angle, which could be counteracted by a rudder if you were inclined to build one.
A propeller could be driven by an engine, something I'll divulge in a minute. A propeller could work in a similar way as a wheel and a sail, providing propulsion in the direction it is facing. A propeller could work in both air and water, most likely, and could use the same design or model, if you built it from blocks. Personally, for smaller boats, I would prefer a pre-made propeller design, though a bigger block-based one could work very well for a bigger ship like that Titanic from a page back or so.
A wheel is just like a propeller, but's made to work on land. It would just probably be a wagon-wheel looking thing, or a bicycle wheel maybe. It would roll over the ground, and maybe bounce up and down ledges like an off-roader bounces around over rough terrain.
Both the propeller and the wheel could be propelled by an engine of some sort, probably a steam engine. They would get power via drive-shafts of sorts, something like sticks connecting gears, like this little setup I made:
The wheel could also be a propeller, and you could probably make the driveshafts as long as you want.
Power to individual wheels and propellers connected to an engine get the power all divided up between them, so that a single wheel on a two-wheel-drive vehicle would have half the power output of the engine.
I also think that Obsidian should be used to make things float, in a way that maybe reduces the weight of blocks around it, or it would be buoyant in an of itself. You should also be able to make thing fly by affixing a propeller to the bottom, or maybe making a code to search for wind-like block patterns in the model.
EDIT: I also suggest somehow reaching Notch by means of Twitter, by sending him a link to the thread.
I can't believe I forgot about this thread. Even beyond ships, the concepts pitched in the first post can be applied to all sorts of gameplay situations in order to grant incredible flexibility to many aspects of the game. It presents mind-blowing possibilities through an idea that seems completely feasible, thanks to the in-depth explanation.
It'll be a bit of work, no doubt, but once Notch has time for a bit of experimentation, I can see this being pretty high up on the to do list. Put simply, it's just a great idea that can be put to great use in the game.
Its not that complex a drag system. It would be transparent to most users. Essentially, it boils down to that a slope has less drag than a flat surface, and a cupped shape has even more drag than that. Hence, you want the front of your ship to be sloped(like real ones are), and your sail to be cupped (like real ones are). It is a natural way to do it because it is modeled on how it really works. If you just go with "bigger sail = faster", then you don't need to design a streamlined ship, you don't need to make it lightweight, you just need to add more wool; that is not interesting. It should be simple enough that anyone can build a working boat. Most people should be able to build a pretty decent boat just by making it boat-like. And some people will figure out how to make great ships. If you remove drag from the equation, then the best design is a hollow box, since it has the most carrying capacity, with a huge sail. There are no tradeoffs, and boat-like boats don't work any better. You need the full system to make it work in an interesting manner.
Okay in that sense, fine. But the "drag" for the top just seems pointless then, imo. Just make it so you craft a sail material that provides propulsion, and any above-water things don't affect the underwater drag mathematics.
EDIT: But still, isn't that the point of the game? Yes, you can build a floating box. But why settle for that when you can make an ornate galley or galleon? If you ask me, players will drift away from the floating box concept anyways.
There are several reasons I designed it like I did.
1. The code for drag underwater can easily be used to calculate the effectiveness of the sail. This makes it an easy thing to add at that point.
2. It mimics how sails actually work to some extent.
3. It makes sure that sail formations make sense.
4. It allows for more depth in the ship design. A wide variety of sails are effective(likely even equally so, on a per-cloth basis), so you can still design it how you wish, but it has enough depth to it that your sials still need ot be functional sails
5. It makes damaging sails in combat more interesting. With a properly built sail, a single cannon-hole in it can significantly reduce drag. If you are merely using sail material that sums to propulsion, losing a single block of sail is a minor shift. This makes attacking your opponents sails to slow them down an effective strategy, where a sail-block would now.
6. A sail-block does not reward good sail design. placing a lot of small sails everywhere should not be as effective as a couple of large sails.
7. Sail-blocks would likely not look good if placed in curved formations, while cloth blocks would
As for people making good-looking boats because they want to, that will still hold. All this does is encourage boat-like ships over boxy ships. Some people just want a floating house. I think that is valid, and this allows that. However, I do not think a floating house should out-perform a properly designed ship, which this encourages. People make all sorts of clever things in the game; interesting applications of redstone, water-based computers, TNT cannons, I want to see a system that allows that creativity to apply to making boats. I want people to design a
cargo ship, and have it be naturally distinct from a speedboat. People have plenty of room to customize their ships however they want, making it as plain or fancy as they want. However, if the most effective design is a box, why make anything else? Sure, there would be people who would make grandiose ships just because, but I want a boat-shaped boat to be the norm. It also make it so each ship is interestingly unique. Why should my floating box be just as good as your properly built and lovingly designed galley? People who put forth the effort to make a better ship should have a better ship.
Honestly, great idea mystify. I had actually suggested the whole block-entity construction idea to a friend of mine shortly after getting the game. Ever play, Banjo-Kazooie: Nuts & Bolts? Exact same premiese. And yeah it has a great amount of applicability beyond simply water borne ships. My first thought is windmills and airships.
And I definitly agree with your sentiment that the system governing it should be complex enough to allow creativity to flourish freely, awarding those who take the time and effort to craft a well made ship. But how complex are you looking to make this. I know a decent amount about the physics behind sailing ships, and this thread has made only rudimentary mention of them.
You seem to miss a few things when you start disgussing sails and drag. I personally like the idea of building a big ship and sailing across massive oceans, but I'd be pretty turned off to the prospect of building a ship if certain things weren't incorporated in the whole system. Not one person has mentioned staysails. They are rather important if you want to maximize a ships speed. A ship sailing with the wind can ONLY sail as fast as the wind minus the speed of water currents. But a staysail is not as effective without a keel to divert indirect wind currents into forward motion. If things like these and others ARE incorporated, then ship building could take on a life of it's own in minecraft. However, these things clearly require some changes to the minecraft world as a whole. Without these however, those who actually know how a good fast ship is built, are stuck building greek triremes because of the system doesn't support physical properties they know to exist IRL. In fact these are thes same physical properties affecting every boat, just used in a different way. I just think "sail make boat move. BIG sail make ship move faster" is a rather oversimplified, if not poor, system.
It is a bit more complicated than "Big sails == fast", but I have to strike a balance between enough physics to make it interesting and so much physics it ceases to be intuitive. It is meant to be a representation of the physics, not a simulation of them. I feel I have the minimum physics needed to create an interesting system. Depending on how it all works when(if) implemented, extending them may be possible, but that would be a decision to make at that time.
I think it would make a good landing craft/lifeboat. I would slow it down, however.
I agree. If you want a landing craft/lifeboat you build it and put it on a bigger ship. Coupled with a pulley system it could be like the real thing. :biggrin.gif:
Also, I'd request to make sails some kind of actual sail material that provides propulsion rather than propulsion coming from whatever part of the ship is out of the water. If you crafted sails out of wool or cloth or something, it'd add to the realism and intuitiveness of boats.
Also, how would you steer around smaller boats? If a boat's too small to have an engine or sail, or you just want a good ol' fashioned rowboat or canoe, how would you pilot that around?
The current boats would off a much smaller alternative than anything this could make. They would have their place. These boats would just be superior.
The thing is, cloth is the best material. lightweight, and high drag. Wooden sails work, just like they would in real life, but they would be less efficient, and a lot of mass to your ship, slowing it down. So intuitively, you would make sail out of cloth, and it would work the best.
For smaller boats, I would recommend a craft able oar(or double purpose for a wooden shovel?). If you use it on the water, you take control of the boat, and give it a basic speed. If more people use oars, then the speed increases, but the first person still steers. This allows for canoes with multiple people rowing.
However, simply by making a cloth sail, you gain a lot more thrust. If you shape it so it catches the wind, it works even better. You don't need to understand the complex math in the least. The math just reinforces what you would intuitively expect to happen. A indented sail, making it look like it is catching the wind, gives more thrust than a flat sail. A hole in the sail cuts down on the efficiency of the sail. Making it out of blocks allows the ship to be more uniform in its approach, and allows the design of the sails to be incorporated however you wish. Making craftable sails would not offer this flexibility. The sail you would need for a small sailboat is different from the sails you would need for a large frigate, or a small, lightweight ship. Instead of having a dozen types of sails to craft, you just allow them to be incorporated into the design naturally.
You can't say "it's a very natural way of doing it" because you have no idea how it'd play out if implemented in the game. Really, I can dig the idea of making separate grid entities and using them as ships, seeing how much water they displace vs their weight to see if they float. But adding in complex forces of drag and whatnot would, imo, make them way too complicated and awkward to try to build with. Just make it so that a ship sits still in water and requires propulsion either via sail or engine to move. The bigger the sail, the faster it moves.
I don't think thats true. Anyone who knows what a ship looks like will be able to build a working ship. Someone could make a box and crappy sail and it would work. It wouldn't be the best but it would work.
Drag and wind resistance comes in when someone decides to seriously design a boat made for a specific purpose. People who don't know the basic concepts of designing for minimum drag/maximum speed need not think about such things.
Mystify, you did not address my concern of someone abusing the lightweight nature of wool to make a ridiculously over sized sail.
I was pondering that. There may need to be some balance system in play so if it becomes too top heavy, it will fall over. That could also play a role if there are storms; the lighter your ship is, the more it gets effected by the storm, and the more top-heavy your ship is, the less it needs to be effected to be tipped over. Hence, the light-weight, fast ship may not handle storms well.
Its not that complex a drag system. It would be transparent to most users. Essentially, it boils down to that a slope has less drag than a flat surface, and a cupped shape has even more drag than that. Hence, you want the front of your ship to be sloped(like real ones are), and your sail to be cupped (like real ones are). It is a natural way to do it because it is modeled on how it really works. If you just go with "bigger sail = faster", then you don't need to design a streamlined ship, you don't need to make it lightweight, you just need to add more wool; that is not interesting. It should be simple enough that anyone can build a working boat. Most people should be able to build a pretty decent boat just by making it boat-like. And some people will figure out how to make great ships. If you remove drag from the equation, then the best design is a hollow box, since it has the most carrying capacity, with a huge sail. There are no tradeoffs, and boat-like boats don't work any better. You need the full system to make it work in an interesting manner.
One thing I addressed more is propulsion methods. I think there should be a few methods: sails, like you said, propellers, wheels, and Obsidian. Sails, the way you describe them, just sit in the entity as blocks as we know them, but I think a slightly different way could also be used to make more aesthetically pleasing and realistic sails. Perhaps placing one or two wool blocks on a crafting template would produce somewhere in the vicinity of nine sheets?
[] [] []
[] [] = 8 sheets
[] []
You could attach these sheets to a t-shaped pole to make a sail, like in real life. Maybe if the wind hits it, then it would blow out also, like the real thing. That's another thing, wind should play a big role in propulsion. The methods of resistance (drag) and aerodynamics would work just like in water, but they would change depending on wind speeds, a low wind may have a 1-power gust, and a moderate wind would have a 4-power gust, and so on, the power level being the square of the wind level, with the level number being something like level 0, no wind, level 1, low wind, level 2, moderate wind, etc. This would give a nice amount of increase in power per level, so that a high wind is MUCH more powerful than a low wind, and more likely to push a large sailed ship. Another factor could be the direction of the wind in relation to the sail, with the wind pushing a sail in its direction, more so if the sail is facing perpendicular to the wind, and the sail directing the power of the wind in the direction it is facing. The could mean you could use a wind blowing at the side of the ship by facing the sails at a 45 degree angle, only using half the wind power, but also using some of it to direct the ship forward at an angle, which could be counteracted by a rudder if you were inclined to build one.
A propeller could be driven by an engine, something I'll divulge in a minute. A propeller could work in a similar way as a wheel and a sail, providing propulsion in the direction it is facing. A propeller could work in both air and water, most likely, and could use the same design or model, if you built it from blocks. Personally, for smaller boats, I would prefer a pre-made propeller design, though a bigger block-based one could work very well for a bigger ship like that Titanic from a page back or so.
A wheel is just like a propeller, but's made to work on land. It would just probably be a wagon-wheel looking thing, or a bicycle wheel maybe. It would roll over the ground, and maybe bounce up and down ledges like an off-roader bounces around over rough terrain.
Both the propeller and the wheel could be propelled by an engine of some sort, probably a steam engine. They would get power via drive-shafts of sorts, something like sticks connecting gears, like this little setup I made:
The wheel could also be a propeller, and you could probably make the driveshafts as long as you want.
Power to individual wheels and propellers connected to an engine get the power all divided up between them, so that a single wheel on a two-wheel-drive vehicle would have half the power output of the engine.
I also think that Obsidian should be used to make things float, in a way that maybe reduces the weight of blocks around it, or it would be buoyant in an of itself. You should also be able to make thing fly by affixing a propeller to the bottom, or maybe making a code to search for wind-like block patterns in the model.
EDIT: I also suggest somehow reaching Notch by means of Twitter, by sending him a link to the thread.
It'll be a bit of work, no doubt, but once Notch has time for a bit of experimentation, I can see this being pretty high up on the to do list. Put simply, it's just a great idea that can be put to great use in the game.
EDIT: But still, isn't that the point of the game? Yes, you can build a floating box. But why settle for that when you can make an ornate galley or galleon? If you ask me, players will drift away from the floating box concept anyways.
1. The code for drag underwater can easily be used to calculate the effectiveness of the sail. This makes it an easy thing to add at that point.
2. It mimics how sails actually work to some extent.
3. It makes sure that sail formations make sense.
4. It allows for more depth in the ship design. A wide variety of sails are effective(likely even equally so, on a per-cloth basis), so you can still design it how you wish, but it has enough depth to it that your sials still need ot be functional sails
5. It makes damaging sails in combat more interesting. With a properly built sail, a single cannon-hole in it can significantly reduce drag. If you are merely using sail material that sums to propulsion, losing a single block of sail is a minor shift. This makes attacking your opponents sails to slow them down an effective strategy, where a sail-block would now.
6. A sail-block does not reward good sail design. placing a lot of small sails everywhere should not be as effective as a couple of large sails.
7. Sail-blocks would likely not look good if placed in curved formations, while cloth blocks would
As for people making good-looking boats because they want to, that will still hold. All this does is encourage boat-like ships over boxy ships. Some people just want a floating house. I think that is valid, and this allows that. However, I do not think a floating house should out-perform a properly designed ship, which this encourages. People make all sorts of clever things in the game; interesting applications of redstone, water-based computers, TNT cannons, I want to see a system that allows that creativity to apply to making boats. I want people to design a
cargo ship, and have it be naturally distinct from a speedboat. People have plenty of room to customize their ships however they want, making it as plain or fancy as they want. However, if the most effective design is a box, why make anything else? Sure, there would be people who would make grandiose ships just because, but I want a boat-shaped boat to be the norm. It also make it so each ship is interestingly unique. Why should my floating box be just as good as your properly built and lovingly designed galley? People who put forth the effort to make a better ship should have a better ship.
And I definitly agree with your sentiment that the system governing it should be complex enough to allow creativity to flourish freely, awarding those who take the time and effort to craft a well made ship. But how complex are you looking to make this. I know a decent amount about the physics behind sailing ships, and this thread has made only rudimentary mention of them.
You seem to miss a few things when you start disgussing sails and drag. I personally like the idea of building a big ship and sailing across massive oceans, but I'd be pretty turned off to the prospect of building a ship if certain things weren't incorporated in the whole system. Not one person has mentioned staysails. They are rather important if you want to maximize a ships speed. A ship sailing with the wind can ONLY sail as fast as the wind minus the speed of water currents. But a staysail is not as effective without a keel to divert indirect wind currents into forward motion. If things like these and others ARE incorporated, then ship building could take on a life of it's own in minecraft. However, these things clearly require some changes to the minecraft world as a whole. Without these however, those who actually know how a good fast ship is built, are stuck building greek triremes because of the system doesn't support physical properties they know to exist IRL. In fact these are thes same physical properties affecting every boat, just used in a different way. I just think "sail make boat move. BIG sail make ship move faster" is a rather oversimplified, if not poor, system.