I doubt any bronies have the balls to actually do something like that.
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Aug 22, 2015Abandon_Ships posted a message on If you could throw 100,000 of something off of the Empire State Building, what would it be?Posted in: Forum Games
Aug 22, 2015Abandon_Ships posted a message on If you could throw 100,000 of something off of the Empire State Building, what would it be?Posted in: Forum Games
Bronies would be a good start.
Aug 11, 2014Posted in: Politics, Philosophy, News and ScienceQuote from LeslieGilliams
You're assuming everyone in uniform will automatically obey such orders.
I would be surprised if more than a small percentage of officers and enlisted would actually attack their neighbors, family, or friends if ordered to do so.
even if they dont obey such orders you dont need many people to set off bombs which will take out large amounts of people.
and there are still people that will be loyal to the government. it doesn't matter; the u.s government would never turn on its citizens unless it was because we rose up first, in which case the u.s would definitely have backing from different countries.
you still have no argument.
Aug 10, 2014Posted in: Politics, Philosophy, News and ScienceQuote from AfootplutoThe major reason i support the 2nd amendment is because it protects as from the government. And it is very hard protect our self from the government if the government has better weapons.
unless you plan to legalize fully-automatic weapons, military-grade combat vests to all, and various explosives and military vehicles, it's hard to protect our selves from the government to begin with, this argument doesnt make any sense because a government as rich as the united states can easily at any time destroy its population, and the fact that they haven't shows that they probably won't.
Aug 9, 2014Posted in: Politics, Philosophy, News and ScienceQuote from O4343
Just a few facts: Japan, The United Kingdom, and Poland have some of the lowest firearm-related death rates in the world. Japan and the UK both prohibit semi-automatic weapons (and handguns, with a few exceptions), and Poland has heavy restrictions on them. Also, in all three nations gun ownership is not a guaranteed right by law. Think about that.
Note: Adding an additional poll to the topic.
coincidentally, these nations have higher knife violence rates if I remember correctly.
Aug 9, 2014North Korea is run by a brainwashed dictatorship so it's hard to use it as an actual example. west germany received help from all the allied countries, so it's also hard to use it as an actual example. Cuba has been cut off from all trade so it's hard to use as an actual example..Posted in: Politics, Philosophy, News and Science
Jan 18, 2014Abandon_Ships posted a message on Whats the creepiest or scariest thing you ever saw people doing?People voting for Romney.Posted in: General Off Topic
Jan 9, 2014Posted in: Politics, Philosophy, News and ScienceQuote from Bbqpizza
Conclusion: Fighting over whether the Republicans or the Democrats are messing stuff up is a waste of time. I'm sire there are good Democrat presidents and good Republican presidents as well. Just look back to the early to mid 20th century and the mid 19th century.
No, honestly conservative views are never 'good'. It's literally impossible to be a good Republican President, because you're Republican.
Whether its about gays, abortion, or immigration, they're toxic.
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Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Aug 23, 2015Posted in: Culture, Media & Arts
U wnat 2 1v1 m8 u thik ur MLG but ill shrek u rite in the nan u hardsc0ping bloke have at me ill deck u in trhe gabber 420 times u skrub.
forgive me please
Aug 7, 2014Posted in: Politics, Philosophy, News and ScienceQuote from abpop
Comparing democracy and communism is like comparing apples to tire irons. They are not even in the same realm. One is type of government and the other is an economic system.
He's talking about using communism as an economic system under a democratically elected government, which indeed makes sense.
Aug 6, 201413th_Minecrafter posted a message on What do you think would happen if we just found out that the world has only a few years of oil and gas left?I would invest greatly in bicycles.Posted in: Politics, Philosophy, News and Science
Jan 18, 2014Posted in: Politics, Philosophy, News and ScienceQuote from CosmicSpore
The meaningless of the length of these posts is really deterring me from posting anymore. I literally don't have the time to reply to such things in a meaningful way. Even reading these posts becomes difficult as not only do they fall off the page and get hard to find, but they are lengthy and it's easy to lose my place.
The skipping and avoidance of replies is really deterring me from replying seriously anymore.
Not to mention I've already tried multiple times to reply to Theo's previous post, with the last one resulting in my accidentally hitting the back button and erasing it.
Happens to all of us.
Nevertheless, I will attempt this weekend, or soon, to get to the most important points of the arguments of Torrusty and Theophys.
I will ignore all else but the most important pieces.
You're going to ignore the most important pieces, reply to out of context claims, and then accuse us of not explaining anything. Then, when we do reply with more explanation, you claim that they're too long and ignore them.
As well, I will be altering the argument entirely, in some form, to better understand what it is both of you are arguing so that we might have a more productive discussion on the nature of, well.... What it is we are all arguing about.
That WILL lead to strawmen, if it is not an act of creating more strawmen by itself. So no, do not alter anything. Our points are clear and readable.
I've noticed that I think we have all misunderstood each other on many various areas of our arguments... Especially since both of you continue to reference "Your system" despite me having never once actually suggested anything that could be conceived of as a "system".
You have given enough information of it in the past and presently for us to form an image of it, which is why I claimed that it's false. For instance, you want to implement a system of credits within communism, but then go ahead and try to claim that credits are not money by trying to change the definition of money itself. You even make the claim that money equates capitalism which is ludicrous!
"Money is any object or record that is generally accepted as payment for goods and services and repayment of debts in a given socio-economic context or country. The main functions of money are distinguished as: a medium of exchange; a unit of account; a store of value; and, occasionally in the past, a standard of deferred payment. Any kind of object or secure verifiable record that fulfills these functions can be considered money."
Credits ARE money. They are a medium of exchange between two actors, the state and the recipient. They are a unit of account as they are used for keeping track of consumer activity, production, and so on in an attempt to plan the economy according. They are a store of value given that you claim that credits have a fixed value predetermined by the state and that they do not inflate.
As Engels said, "When I submitted arguments like these to the most rabid anti-authoritarians, the only answer they were able to give me was the following: Yes, that's true, but there it is not the case of authority which we confer on our delegates, but of a commission entrusted! These gentlemen think that when they have changed the names of things they have changed the things themselves. This is how these profound thinkers mock at the whole world."
You also call this system "Utopian", which makes me sort of laugh everytime since it's a reference to some system I've never even talked about.
We're referencing your own system.
Furthermore, the 'RevLeft' posts that are continuously referred to, do not do enough to explain exactly what it is either of you are arguing for. From it I can only gather some form of Market Socialism, and that's pretty much it.
It explains everything, from what is wrong with "according to need" systems without the four pre-requisites, to why we the prerequisites are necessary, to what is sought to be created. Again, not my fault or anyone else's if you "can only gather some form of Market Socialism".
So to begin, before I address anything else.... Let's get some things out of the way... In a clear format.
1. First off, what systems do you propose? Is Market Socialism correct?
And what systems and methods will be used to create this system?
It can take the form of Market Socialism with cooperatively owned means of production or with state ownership of the means of production. Market Socialism is a very wide blanket term. The systems and methods have been previously explained and are based on Marxism-Leninism. The theory doesn't really speak of the means to achieve said a system but the very form of the system as the former has already been supplied throughout history.
2. Second, for the sake of me understanding what either of you have tried to attack in the past.... What do either of you mean by "your system"? Since I've given none, I do not, and can not, understand what you mean by this. What system are you attacking that you think I have proposed?
One based on credits, one based on "according to need" communism, one based on "according to need" communism without the four prerequisites, one based on a stateless (non-Marxist sense) communism, one based on no individual incentives, and so have you.
3. Third, and perhaps most importantly... What phase of Socialism are we talking about here?
Is it correct to assume both of you refer only to the earliest stages of Socialism?
Or do you speak of the entire period of 'Socialism'? If so, at what point does Socialism transition into Communism?
The system in question is there to attempt to achieve the four prerequisites. Once those are achieved then communism will be achieved automatically. Before you even try to say anything, no, it's not magic. When the four prerequisites are achieved, that is to say, when we have superabundance, superproductivity, infinite resources, and full or near full automation then there will be absolutely no reason for anyone to work as they have whatever they need, no reason for anyone to be paid to work because it is automated, no reason to boost labor productivity through individual incentives because productivity is increased, etc. It is the entire period of socialism until the four prerequisites are achieved.
This is not unique. This can be seen in the case of Marx, Engels, and Lenin's "withering away of the state", the withering away of socialism and the creation of communism.
To clarify, in the past I've spoken about the entirely of the period we might call 'Socialism' and defined the period of transition into what we might call 'Communism'. I've seen multiple instances where you have both misunderstood me as to imply that we are merely to jump straight from a Revolution right into Communism, which I've never once even implied.
Nor did I ever think you stated that. What you seem to think that I claimed about your beliefs was that I called you out not on believing in a direct transition to communism but in a direct transition to communism WITHOUT the four prerequisites (past, present, or near future essentially).
From what I can tell, you both only speak of the earliest phases of Socialism, but I also believe(d) I've seen elements which imply you speak of the entirety of a system which is to be utilizied indefinitely until Socialism simply 'transitions' one day to Communism. Please correct me if I'm wrong on this, and explain.
You're not wrong on this.
So I think it best we all start from scratch on this aspect and define the systems, and the timeframe, that we are speaking of, is it not?
System is already defined on Revleft. If I try to start writing again you will simply ignore my post so I will not bother. The timeframe is explained in this post above.
Replies to these questions would likely be helpful with my responses.
And, If you guys have any questions of your own you want me to clarify/explain, please ask.
Finally, let's all try to stop posting so much text. Not only are people here unable/uninterested to read the entirety of it, but I often get personally uninterested in it myself when the replies could fill an entire newspaper (or more) and I simply don't have the personal time to sit down and read one. We should condense our posts to the more important aspects of the overall argument.
You're the one that wanted to understand and who wanted explanation. I provided thorough explanations and arguments which you then entirely and completely ignored.
I think we can manage this. None of us are unreasonable people. Let's try.
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