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Thread: Bioshock First Person MMO?

  1. #81


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    More interesting items/ideas for Bioshock Rapture MMORPG

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    . Part 6


    .


    The Canal, Submarine Yard and Port of Rapture :

    - The submarine transfer canal between the Port of Rapture and the Submarine Yard

    - Port of Rapture was the main interchange point between the City and the supply ships that brought in the bulk of the materials and goods (before Rapture was largely cut off).

    - The Submarine Yard was the primary facility for Rapture's submarine fleet.

    ----- Submarine repair and storage bays (and fuel bunkers)

    ----- Primary maintenance facility (several lesser ones and private ones elsewhere)

    ----- Several companies had drydocks and building ways

    ----- Bathysphere/Submarine manufacture and repair facililties

    ----- Submarine special Equipment storage areas (alot of the construction equipment used to build the city)

    ----- Also used as the assembly facility for much of the larger 'outside' machinery

    ----- Many of the boats used by Rapture are floodable and would have their maintenance done at the Submarine Yard

    ----- Structural Concrete pouring facility - atmospheric forming of prestressed concrete structural components for builings (modular building sections - walls, floors, struts, pillars, window insets...) that would be taken by submarine to the building sites.

    - Canal was built using the Large Rock boring machine and carved into the solid rock of Mt Ryan for the large chambers required for the extensive submarine/storage/manufacturing facilities..

    - Transfer Locks (pressure equalization chambers) sized for the larger Patrol submarines.


    The Emergency Access Panel in Medical Center :

    - Map needs revising to match the Metro maps (locations are not consistantly positioned)

    - Represents a set of secondary Bathysphere Stations (likely on seperate cableways)

    - The 'Emergency Access' system allowed quick movement of emergency/security personnel, bypassing public transit.


    Standard Diving Suit (not an atmospheric hard suit)

    - "The standard diving dress has been used to depths of 600 feet" of sea water (which is the base depth of Raptures seabed area and where divers are expected to operate).

    - Some City construction could be carried out using this simpler (but riskier) technology at limit of safe capability (subject to Nitrogen narcosis beyond 100 feet). 300 feet is a normal 'safe' limit for a limited time at depth.

    - Diver impairment varies with the individual (and training can overcome the disorientation/dizzyness).

    - Special gasses can be used to lessen effects, but start to surpass cost of Hardsuit technology.

    - 600 foot depth requires pressurizing to near 13 atmospheres (~280psi) with severe effects for anything longer than short durations (divers frequently die from 400+ depths).

    - Would be more useful at significantly lessor depths (100 - 200 feet) - like the industrial zone on Mt Ryan.

    - Hard suits would have been used at Foundation work depth in Rapture.

    - Big Daddies/Maintenance Daddies use liquid filled suits (and have plasmids/genetic modification) and can resist much greater depths (3000+ feet).


    Boat Dock at the Lighthouse :

    - Sheltered docking bay to keep the boats safe (entirely enclosed in the rock) from high waves in storms etc...

    - Boats used are 'sinkable' for repairs/construction/concealment in Rapture facilities.

    - Ryan had his men do patrols on the surface around the area of Rapture apparently resulting in mysterious ship dissappearances and sinkings (kind of a dim way to 'keep things secret' when you have that 150 foot lighthouse saying 'HERE WE ARE" ).


    "Hacking Tool originally used as a Maintenance Tool".... (mentioned by Porter) :

    - Sounds like a 'finesse' tool rather one of brute force.

    - Still lots of things in game that can be/need to be hacked (as well as repaired). Splicers know how to hack security devices and no doubt the Players will be facing some of those when engaging with them.

    - Hacking tools were made as a consumables in BS1/BS2 which has an analogy in some tools in the real world.

    - They can be 'made' by fabricators with the appropriate know-how, though the components might not be as common as they were.

    - More advanced 'hackproof' devices are needed for the City defenses (really just are harder for Splicers and criminals to hack). No doubt more sophisticated 'hack tools' will develop to match.


    MMORPG has tools/weapon/etc.. that wear out :

    - A 'Cut feature' from BS1/BS2 - "was to have the weapons degrade with use, and so be in regular need of repair." -

    - This MMORPG will have tools wear and need repairs (same for weapons and other Objects) and worn items may fail in use (so keep a backup gun).

    - Provides more work for NPCs in repair shops and second hand stores...

    - Enemies weapons and tools can likewise 'wear out' and fail.

    - Some Splicers are organized enough to have their own repair abilities/specialists


    Most of the City is well below the depth level light penetrates from the Surface - so how is it lit? :

    - Much of the light seen in the cityscape is diffused from all the lights shining on the buildings/signs and some coming from the window interiors.

    - Lights strung on cables to light ares near 'Vista' Viaducts (pedestrian tunnels that are all windows)

    ---- Lines strung bewteen buildings (lights on cable)

    ---- Near Olympus Heights, near Fighting McDonoughs - where you can actually see the function as lighing the locality and arent power cables strung between builings.

    - Those big round (flood) lights we see -- useful for large area illumination (City Center loves these). External units in demand to make New Rapture 'shine in the darkness' as it used to.


    Do the New Citizens of Rapture continue to wear their (new years eve) masks? :

    - Or is it a painful reminder of what they escaped and which dont want to go back to?

    - There could be'festivals' where Citizens wear their masks again (and maybe new ones...) - the big symbolic event would be 'the taking off' of the masks to show that they are normal/human again.


    Little Sisters generate ADAM without having to 'drink blood/take ADAM from corpses (20-30 times faster than a seaslug by itself) :

    - What reason then to risk them by sending them out to 'harvest corpses' ??

    - If they can gather alot more from corpses, then it is a gain.

    - If they run out of new bodies (with ADAM in them) then there is no gain (and possibly more loss of the Little Sister).

    - Splicers who had taken many plasmids would have a significant amount of ADAM (which was generated originally without the ghoul act).

    - ADAM got scarcer in Rapture and the poplulation got lower, resulting in fewer bodies.


    Hotels - why did Rapture have them? :

    - 20000 people IN Rapture the cityscape, likely an equal number outside the city (to make it 'self-sufficeint').

    - Many workers at industrial installation would not be permanent residents, so when they 'come into town' they need a place to stay.

    - Residents of 'support' communities outside Rapture (many living 10 and more miles away) will want to visit the city frequently.

    - 1000 units of hotel/motel accomodations would be a reasonable number .

    - Some 'rich' residents prefer 'hotel living' with room/maid service and other advantages (to an appartment).

    - Meetings/conventions and other events can be held at hotel facilities.

    - Spas like the Adonis Resort have hotel accomodations for guests.


    Appartments :

    Rapture once had hundreds of residential buildings (appartment blocks and high-rises) for its 20000+ population and Citizens are encouraged to continue rebuilding them for New Rapture's growing population. Most of the residences are populated far below their capacity as multi-person appartments are commonly occupied by one person and the upper storied of high-rises are inconvienent when stairs have to be used (elevators often still arent working in buildings that had them repaired). Some Citizens are using the appartment complexes they have rebuilt as 'Company' bases both to house their 'Team' personnel and to act as storage sites for their equipment, tools and building supplies.


    New Electronic Components called Xisters :

    - Had been developed from technologies taken from 'The Surface' (originated there in 1949).

    - Production was setup in Rapture (Xenon Xister Company) as a more reliable substitution for the electronic tube components.

    - Some equiptment in Rapture was completely Xisterized including 'The Thinker' computational machines.

    - Manufacturing for tubes continues as replacements on existing tube-based equipment.

    - The more sophisticated 'smart' devices use Xistsers exclusively.

    - Training classes to develop Xister skills are given by the City Training Department.

    - A experimental Xister producing facility was created in Minerva's Den to work on specialized computing related Xister use.


    ----


    Minting Rapture Money :


    - Money something not easily duplicated (not a problem in a computer game unless we allow forgery - might be but only 'faked' in a Head Constable 'crime' Quest) - but what might it be in Rapture??


    - Artificial game balancing can always be done to keep the game flowing (and compensate for endcase 'pendulum swings' that would end in ruin for a inflexible absolute economic System in game).


    - Money based on 'fish' (specie with value) - initial use was work chits given to workers for daily pay (instead of handing them a fish) allowed workers to save some and use for trades of other items enterprising individuals started producing in the spare time.


    Original Economy:


    Citizen ----- Work -----> City ('those who dont work dont eat' )

    Citizen <---- Fish ------ City


    Token Economy:


    Citizen ----- Work -----> City Jobs & Maintenance

    Citizen <--- Tokens ----- City


    Citizen ---- Tokens ----> Commissary --- Tokens --> City

    Citizen <----Goods ------ Commissary <-- Goods ---- City Jobs


    Citizen ---- Tokens ----> Citizen

    Citizen <----Goods ------ Citizen (spare time work making stuff)


    - Several dozen bottle-caps of a particular trendy 'nostrum' was used until someone found a pile of them in a shop. By then sufficient machinery was back in operation to allow 'minting' (restamping old coins) the Dole Tokens and later unique currency units (which over time were further refined sufficiently to prevent forgery.)


    - Old Money, still to be found is 'null and void' - could not be used in initial 'Fort Rapture' economy as it was extremely common. Still some Slot Machines in the City operate with the Old Money (just for fun since the Old Money is virtually worthless). Machine found in 'the Wild' still use the old money (if you can find one that hasnt been empty for a very long time).


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    Its possible that Ryan survived :

    - Its possible that Ryan survived BS1 (the 'faked' death caused by Jack and Vita-Chamber's subsequent 'secret' resuscitation) and went into hiding in his 'bunker' complex. He would have then continued into the Lamb-Era, where he continued to coordinate his forces and minimized Lamb's influence over a majority of Rapture. By 1969 timeframe he would still have only been around 60 years old (and potentially 'renewed' by the Vita Chambers that HE would have had the best of)

    - Ryan was a multi-multi millionaire and sold off alot of his holdings to build Rapture. He had a large organization to carry out that process and to handle all the people destined for Rapture. For years after the Founding, additional equipment and goods and people were sent down. Ryan still had a substantial surface organization even after he largely closed off Rapture from 'the Surface'. Ryan continued to communicate with and use this organization all the way to the time of his 'death'.


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    Design issue for game - questions (company as edgy as their claim??) :


    What happened to the Children of Rapture - how to handle the issue...

    - Young children at time of 'the Fall' in Rapture 1960 - 1969 (10 year olds and up)

    ----- Splicers - Fontaine basicly says that many were killed in the madness

    ----- Non-splicer enclaves - they would be safe and survive as long as theadults did.

    - New children after 'the Fall'

    ----- Allusions to 'activities' by Splicers in BS2 (could use excuse of 'genetic damage')

    ----- Non-splicer enclaves would not be affected by 'genetic damage'

    - If missing it would be a 'gap' in the existance of a real city (most MMORPGs totally ignore the issue)

    - Would require more Assets to be created, with appropriate behaviors, etc...


    Religion allowed in Rapture again - the lesson of what happens when you cut out a significant factor of Civilization :

    - How would this be handled in the game

    ---- Player groups 'playing at religion'

    ---- As long as there is no 'harassment' (EULA would cover) would be a channel of endless imagination/creativity

    ---- Benevolent Societies of all kinds would be allowed (New Rapture isnt exactly "Ryan's Rapture" - lessons have been learned...)

    ---- Missionaries amongst the Splicers - good source of worthy martyrs (and rescue Quests...).


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    Glowing Power lines (seen in Hesphaestus - ones set un doors to Ryans lair)) :

    - Use to show live power conduits for repair jobs

    - Visual Effect is a overlay with a sliding texture offset of the UV values (electric blue lines)

    - Generic effect can be used for 'electrical' devices and 'shock' effets.

    - Props of various junctions, indicators, switches, and other assorted gadgetry


    Pinball - another thing to add to the Bioshock MMORPG :

    - Pinball machines (tablet interface mini-game) - the 'Player Created Asset' system can allow Players to create their own pinball machine layout with nice Rapturesque themed graphicals.

    - Toolkit with usual bumpers, blinky lights and spinners and all the other usual stuff to create the play zone and then texture overlays for the decoration (running a pinball game is well within even the crappiest handhelds CPU (pinball games --- they used to work in the old DOS days on 16Mhz CPUS).

    - Pinball theme Ideas :

    ----- Eliminate the Parasites

    ----- Move the Great Chain Forward

    ----- Light the Skyline

    - (Note -- themes are Pre-Kashmir as people had better things to do than make new pinball machines after that)

    - People might not know that long ago pinball machines were a form of gambling (skill based) that if you beat the machine you got a payoff (and not in 'tickets' for some worthless toy either')


    Lost Audio Diaries (additional) :

    - Player created Audio Diaries (lets see how good the voice talent is...)

    - Needs to fits the current Lore/Canon for New Rapture

    - Old ones from the BS1/BS2 time frame should be found in the game somewhere.

    - Can be created a part of Quests/missions

    - Obviously have to be carefully vetted for content.

    - Ryans new recording of how he tricked Fontaine and faked his own death....

    - City archives might have alot of the original ones from the game accessible (with documented sequences and analysis by 'historians' ) and new ones can be turned in for credit (or at least the Accu-Vox that is worth CASH by itself)

    - Old Accu-Voxs may need to be 'fixed' before they can play.

    - New Feature - Accu-Vox with a 'LOCK' on it (like a personal diary) Players can use or find one that needs to be 'cracked' or 'hacked'.


    Game Music :

    - I noticed people made comments about Music playing for various scenes in BS1/BS2, which is one of the great advantages of Choreographed scenes often not possible (or difficult) in 'sandbox' type MMORPGs.

    - Having Quest instances where you could still do that is possible in THIS game ( the 'art' of choreographing them still requires the Author's skill ). - There can be an assortment of 'incidental music' in the initial set of Assets (and more added when Players add additional ones) and the scripting mechanism for cueing them at the right time/place.

    - Rinky-tink MIDI music has much more 'light-weight' Assets (and free tools to edit/compose them are available).


    Fire Supression Systems :

    - System of Local fire hydrants (supplied from the normal pressurize fresh water system)

    - Most High-rise buildings had roof tanks as backup to the City water supply lines.

    - Small local Fire 'Stations' with hoses, extinguishers, axes, breathing equiptment (air is used up rapidly in a closed space like Rapture)

    - Volunteer Fire Department (qualifying is a 'certified' Civic Prestige Achievement)

    - Basic structure of Rapture is Concrete and Metal/Glass which are non-flammible, but many surfacing/decorations/Object burn quite well.

    - City Fire Marshal has inspection duties (quests) to verify proper equipment is maintained. And likewise inspect for hazzards.

    - Periodic 'Fire' Events in the City will take place that Players can take part in handling it (or witnessing)

    - Fire Alarm system tie into Public Address and other alarms and the City Security system.

    - Splicers sometimes set fires as diversions for their raids or as a retreat tactic.

    - Automatic Sprinkler systems still operational - though they were largely 'optional' and to be mostly found in the better quality appartment residences and commercial establishments (not required by law in Old Rapture).


    Graffiti - faction marks :

    - With the Splicers having somewhat more 'realistic' behaviors, it would be an interesting detail to have the many factions 'mark' their territories with Graffiti.

    - A good indicator of a conflict of territories is the number of Graffiti marks that have been defaced and replaced by another. A whole set of behaviors would exist to maintain and use the significance of the Graffiti marks.

    - The 'Graffiti' is usually placed in prominent locations (doors would be a logical spot)

    - The 'Graffiti' can take many forms, from the paint scrawl, to 'things' nailed to the walls or piled in an obvious way.

    - Players can create more variations for the factions (and additional factions) to make use of.

    - The City itself may have its own 'marks' to indicate its territory (and defacing property within city limits is a crime).

    - Players likely would be able to place their own Graffiti marks (out in the Wild or the Edge) and use them as guide marks.

    - One maintenance mission would be cleaning up Graffiti within the City and one for the Constables is catching a 'tagger' in the act.

    - Part of the City's Propaganda efforts against the Splicesr would be use of Graffiti.


    Will You kindly Open the Door ? :

    - Fewer automatic doors in the game - the electric eyes and other trigger mechanisms wont be working thru most of the wrecked areas of the city.

    - The City Center 'beautifcation' would have them all working again and they would eventually get fixed throughout the 'Downtown' parts of New Rapture (outside of that it will upto whoever wishes to fix them).

    - This excludes the Pressure Seal doors that will be made to work before Citizens are permitted to take residence in an area (Safety Regulations).

    - Restoring automatic door function would be a 'routine' Maintenance mission/quest.


    Eleanor's Rebuilding of Delta :

    - Eleanor's 'modification' of the Vita-Chamber (hmm, these things were in pretty good shape after 8 years... must've been made out of that structural window 'super-glass' stuff).

    - The Vita-Chamber system (all of them) must have been previously 'hacked' if they later worked for Delta (they were all programmed for Ryan's genes ONLY at one point in the BS1 timeframe, so worked for Jack).

    - How long did it take to get Little Sisters (on remote control) to do the 'hacking' of that Vita-Chamber in Adonis Luxury Resort (or Eleanor to use them to find the info needed to reprogram it)?? Good thing Little Sisters regenerate as that mustve been alot of hacking 'shocks'. (imagine the pipe maze circuit except that its more complex and it has as many pipe squares as the pixels on you video screen....).

    - Delta's genetic codes (and mental n-grams?) hidden away somewhere (might have been on file in Gil Alexander's lab).

    - Take some convienent body mass to mutate (plenty of bodies about Rapture) and maybe a whole lot of ADAM (Eleanor controlling Little Sisters to get that) to completely rearrange the tissue into Delta's form.

    - Got a Big Daddy Suit of the right kind (did we ever really see which kind?), though with some 'Delta mark on it' (or close enough for Sophia to recognize). It would have been a sight seeing Little Sisters dragging the suit pieces there.

    - How many times did it fail (and they had to clean up the mess) before getting it right??

    - Normally a Vita-Chamber is used to "adjust" a person's physical body (tune them, with or without ADAM in effect) when they are inside it. More development might have led to a method to lessen the genetic 'turbulance' caused by ADAM side effects and get rid of the genetic damage/insanity.

    - Player 'coming back to life' - having someone else drag the Player's body into the nearest Vita-Chamber (Eleanor could have had Lil Sisters do that later for Delta, and Ryan some of his goons do it for Jack -- as he wasnt trying to kill Jack but was really stringing Atlas/Fontaine along for his own 'faked death' gambit).

    - Vita-Chambers no doubt had positive pressurization to keep the 'flies' out when activated....

    - Sometime later, at that same 'modified' Adonis Resort Vita-Chamber machine, some Splicer walked into it (allegedly to make a phone call) and ZAP -- it transformed him into another Delta, sans suit (eventually found one).


  2. #82


    Diagram of a Street Structure :


    http://img805.imageshack.us/img805/6042/streetq.png


    - Street structures are a continuous structure that links Plazas/Squares in the city and contain significant 'living space' for the Citizens as well as in-built transportation and utility lines. The Streets are largely flat level, though some grouped city Street sections may be built at different depths (levels) to match the buildings they connect and terrain contours.


    - Diagram Cross sections shows one -- a double sided row of 'Spaces' (room areas) with the 'Street Surface' and Trolley down the middle (optional), and two -- a single row of larger 'Spaces' with the 'Street Surface' and Trolley line (optional) running offset to one side.


    - The 'Spaces' being Shops and Residences, are stacked 3 stories high with access staircases and walkways/balconies along each level. Usually Shops are on the 'ground' floor, with Residences above.


    - The Trolley has 'Stops' about every 300 feet (seen in the smaller scale top views of several standard sections), with a stretch of double track to allow opposing Trollye traffic to pass. Open areas around the 'Stops' can contain small local vendors and other conveniences.


    - Below the 'Street surface' level, are the Tram and Utilities tubes run (seperately sealed from the structure) and various environmental facilities/machines/pumps/junctions. Some storage space is also located at this level.


    - At the lowest point are the sump wells used to collect the inevitable leaks and condensation.


    - In the upper area near the arched 'skylight' window is a Promenade deck (optional). More than one shape of Window substructure can be substituted for the one shown in the Diagram.


    - Most 'Street' structures are supported by Foundation 'pillars' built to adapt to variations in the seabed (which in a few places had to be cut into and cleared to maintain the uniform street height).


    - The Diagram shows examples of 'Side Streets', which dont have trolley tracks, built perpendicular to the 'Main' Street. Typically 'Side Streets' will connect on both ends to a Main Street.


    - Standard 45 degree sections (shown) can be used to break up long straight sections of street and/or to avoid terrain obstacles and to follow terrain contours.


    - Additional configurations would include intersections of two perpendicular 'main' Streets with Trolley lines (with a transfer point between the lines, though this is more common as part of a Plaza/Square).


    - At Intervals, Pressure Safety Bulkheads and doors exist so that if a length of Street suffers a major leak, then it can be closed up to prevent widespread flooding. The tram/utility tubes are seperately sealed so can continue to operate even if the rest of the structure is flooded (very handy when Rapture fell into ruin). Every seperate bulkhead protected section will have at least one maintenance airlock (to allow repairs in a sealed section).


    The regular MODULAR patterns of the Street Structure 'building blocks' allows significant substitutions of compatible 'Spaces'/'rooms' with many varying internal wall layouts and other interchangeable details. Decorations likewise follow this modular scheme. The City 'growth' can be extended along the Streets using auto-generation to detail new sections of the map. The 'Seed Map' initially designed for the game world specifies the paths of the Streets (as well as the terrain contours and all the plazas/squares and large buildings) as a cohesive pattern (not random). Additional piecemeal detail can be added later when needed.


  3. #83


    Rapture Cityscape Diagram :


    http://img706.imageshack.us/img706/9977/cityscapew.png


    - 'Street' ways interconnect different sections of the city (with their Metro trolley lines used for mass transit)


    - Scale on left edge show depth with Street level at about 600 feet.


    - Building heights stop at a depth of ~100 feet to avoid small Ice floes that got past Mt Ryan (which protects the


    City against icebergs which can extend many hundreds of feet down from the surface).


    - Concrete Foundations used to support buildings and other structures are dug into the seafloor sediment and imbedded


    in the bedrock.


    - Plazas/squares sit in middle of cluster of several taller High-Rise buildings (directly connected to them or by


    viaducts). They are at 'street' level and often well above the seafloor.


    - Crosswise main Streets intersect in the Plazas to transfer traffic to other sections of the city, and other Street


    intersections elsewhere.


    - Atlantic Express lines run below the Street level in various directions connecting major plazas.


    - Hills/ridges have smaller buildings built into the contours. Many of the locations the player traveled thru in


    BS1/BS2 were sprawling complexes of connected buildings like this.


    - Underground tunnels and caverns used as a 'cheaper' construction technique for farms, manufacturing, industrial and


    warehousing facilities.


    - Perpendicular 'Streets' form blocks of low-rise shops and residences.


    - Secondary Metro trolley lines run independant of the 'Street' system, often following ridges and tunneling thru


    hills to remain relatively flat.


    - All buildings have a seafloor airlock for maintenance.


    - The Lighthouse Bathysphere descends thru a tunnel in Mt Ryan and then emerges to head to the Welcome Center.


  4. #84


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    More interesting items/ideas for Bioshock Rapture MMORPG

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    . Part 7


    .


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    Definition of a Building in Rapture :


    - Independantly/Free standing structure

    - May have one or more (or many) interior 'floors'

    - Has a substantial Foundation on/imbedded in rock seafloor that has to carry the weight of the building.

    - Structure is built to withstand ocean currents including greatly increased water currents/turbulance caused by storms.

    - All buildings are protected by automatic pressure seals (doors like Securis or larger types) including utility line protection.

    - Outer walls usually made of reinforced concrete, capable of withstanding depth pressure (often assisted by compression struts inside the structure). Rebar/wires of lesser quality Rhyanium was frequently used to rinforce concrete. The water pressure does decrease closer to the surface allowing less massive walls).

    - Some buildings have a superstructure of Ryanium (no concrete) which have much thinner walls and internal girder stucturing. Of course this also vastly increased the cost, so was generally used on special 'show' buildings.

    - Most Buildings have windows of various sizes imbedded in the Outer wall. Windows are set in strong metal frames that are inset and supported by the outer structural walls. Walls have a variety of extenal decoration/structual patterns.

    - Buildings will have at least 2 'Street' level connection either directly to 'Street' structure or by a viaduct (this level may be a substantial distance up the side of the building and not adjacent to the 'basement')

    - Every Building has at least one Seafloor level airlock.

    - May have its own Metro station (very large. builings - often one on 'roof')

    - Tall building have elevator systems. Very tall builings have 'stepped' elevator systems to meet the pressure division requirements.

    - If large enough, a building is divided into seperate pressure safe divisions (pressure doors between them) to prevent catastrophic failures (if elevator shafts are involved on a tall building the stepped elevators have a pressure seal between them).

    - All multi-floor buildings have interior stairwells/staircases.

    - All buildings have utilities that come from one or more adjacent City Mains Utility hub.

    - Basement level that houses machinery used to maintain the buildings environment and systems like the elevators.

    - Tall building have Fresh water reservoirs usually located at the roof levels (and double as a fire water supply).

    - In inhabitted sections Inner wall usually cover utility mechanisms mounted against outer structural walls and provide insulation. Inner wall modules match the standard window patterns.

    - Dividing walls used to break space up into rooms, with doorways to give access - Interior 'standard' modules with variety of wall/hall/doorway patterns/options.

    - All buildings have Sumps (leak water collection basins) and large buildings have their own pump stations).

    - Large building can have their own Phone Local Office switching system.

    - Tram and Trolley transport at 'Street' level used for passenger and cargo. A secondary tram system can exist at basement level for garbage transport and access to utility facilities.

    - Utility 'Building Mains' usually run in sealed core up thru floors of building.

    - What goes on in the tall buildings.

    ----- In a surface city there are alot of commercial office jobs for companies that manage holdings across a country or even the World. Rapture is isolated. There are no extensive commercial jobs in Rapture - only for companies within Rapture itself (141 million US 1946 vs ~20000 in Rapture more than 7000 : 1). So not really that much comercial office use per capita as you WOULD see in New York City.

    ----- Appartments of varying sizes will fit in the typical floor plan of tall buildings

    ----- Factories usually take up irregular volumes and are not suitable to tall High-Rise buildings.

    ----- Small manufacturing may have some place in tall buildings (workshops...)

    ----- Showy open volumes are frequently used in tall buildings to impress. Because of the nature of the water pressure pressing on the sides of the building special structures are needed to allow large voids to exist inside a tall building structure.

    ----- Various shops and services are usually located near the Street level for easy/quick access by customers.

    - Additional viaducts connecting to adjacent building may exist at any level/height.

    - Buildings which are a long distance from the City's primary heat source (Hesphaestus) will have their own air heating units.

    - For the PCA (Player Created Asset) system each floor would match a given Template profile of the buildings configuration/pattern of elevator/stairwell/utility shafts (so that they compatibly match up when stacked) and details like Window inset patterns (usually common up sides of the building). Within those limitations interior dividing walls can have very different configurations depending on use or variations. Interior decoration themes usually also would be shared consistantly.

    - Street level floors usually have attriums and building directories and waiting space for access to elevators (and extra high ceilings).

    - Many tall building have (had) residential units on a range of floors which could have upto 8 appartments per floor (or fewer for larger 'deluxe' appartments -- all the way to full floor Suites and penthouses).


    Flavors of generic 'building blocks' for the city (Major structural 'modules') :


    - All structural modules have sub-modules to allow varying of detail and function and combinations of connecting adjacent structures.

    - Plaza/square with Trolley 4 way intersection (centered tracks 4 sides with 4 corner buildings) Having a lower trolley level and an upper 'plaza' level would probably be a better design. 3-way Trolley intesection also. Prefer large open space in the center.

    - Street block (linear) with buildings one side, windows the other, building 3 stories and basement. Trolley tracks and two/one/none. Modular sections allow continuous extensions.

    - Street block (linear) with buildings both side, windows the other buildings 2 levels and basement. Trolley tracks and two/one/none. Modular sections allow continuous extensions.

    - High-rise building (Adjacent to Street or possibly with trolley line pass thru (no intersection). Public space at Street level, residence and commercial on floors above. Floors are modular and can have significantly different layouts. Modular sections allow continuous extensions. Vertical modularity (floors) allows variable height.

    - Metro station adjacent to plaza. Single/multiple line variations.

    - Metro switch stations (where more than one MetroWay cable intersects. Allows switching between cablesways.

    - Atlantic Express station (below Street level) linked to plaza

    - Atlantic Express track sections - straight and curved - girdered piers in open ocean, tunnels thru 'hills' at other points.

    - Connecting Street - trolley tracks and 'road' surface only (may still have kiosks)

    ---- Straight sections

    ---- Curved sections with 1/16 circle (22.5 degree) There may be more than one radius size

    - Utility Conduit 'aqueducts' - pier supported utility pipes, enclosed tunnels used to run independant from Street module Utilities. Many irregular block shape to both connect to buildings and to go around outside obstacles.

    - Viaduct blocks - smaller pedestrian passages used to connect buildings. Often are largely windows. A whole variety of lengths/angles/intersections exist (as we've seen in BS1/BS2). Templates would likely have adjustable sizing to fit correctly between other structures.

    - Standard Doors/doorways, Securis and others that fit in standard external door slots


    - Caverns - large underground hollowed areas in rock - may have pillars and ribbed reinforcement depending on size of the open space spanned.

    - Tunnels - underground Rock or concrete lined passages

    - Foundation - large (usually trapazoidal) block of concrete used to support buildings and other structures. Size and shape varies greatly - adaptable scripting - would perfect for a 'flexible' Object that has adjustable dimensions. Foundations often have an interior network of tunnels and chambers that saved on concrete where it wasnt required for structural strength (also usefull to have script generate these automaticly).


    There would are many reasons for buildings to have massive concrete structural walls :


    - Having to be strong enough to hold out the pressure at the 600ft depth (~280 psi).

    - Resisting the ocean currents (especially the leverage of tall buildings) and holding up the full massive structure of the building.

    - Heavy enough to have neutral buoyancy to evenly distribute the water displacement of the building's volume (it wants to float upwards in the water unless it weighs the same as the water it displaces).

    - Strong enough to support the force transfered from all the inset windows (which are gaps in the buildings structural integrity)

    - Strong enough to not fail structurally even when leaks go thru the walls.

    - Able to supposrt adjacent structure like the 'Street' viaducts.


    .


    Things seen in Rapture's Research Labs (that didn't quite work out) :


    - Lethal Worcestershire Sauce in a packet (side project of the Ketchup packet research)

    - Cat on a Flying Bot - with the limited supply of 'intelligent electronics' all kinds of solutions were tried (flew OK, but not successful because cats are cats).

    - Spider Daddies for doing maintenance INSIDE the walls (creeped everyone out so much that the project was abandoned)

    - Color TVs. Problem was that everything else is already Black&White and the project stopped with the Kashmir incident.

    - 7 course dinner sent thru the Jet Postal Pneumo ("Dine IN like a King") - hungry Jet Postal workers got some good eats (or had to clean out alot more Pneumo tubes).

    - Patrol Blimps (no, not an idea from Infinite) Camera equipt Surveillance platform used in open spaces where it can hover quietly undetected (electric motors and battery, maybe with a spotlight and warning lights used when transiting narrow passageways). They proved way too easy to shoot down (its a balloon..) and got stuck on things when errant aircurrents pushed them off course.

    - Robotic Little Sister (actually WAS in the game - Minerva's Den DLC):

    ----- A failed technology product made by Jack McClendon

    ----- http://bioshock.wikia.com/wiki/Robotic_Little_Sisters

    ----- http://images.wikia.com/bioshock/ima...ttlesister.png

    ----- Use of Robotic Little Sister for ??? Sensor patrol ??

    ----- Substitute Mini-Turret for the head?? ammo limit ... cute little backpack for ammo

    ----- Substitute Security Scanner for the Head (cant look worse than a 'Boys of Silence')

    ----- Tenenbaum might have thought of something like this on seeing the stuff in Minerva's Den

    - Flybot window cleaners - all those big windows in Rapture add up to alot of work - worked better than the 'gaiant window wiper' solution, but never did an adequate job to warrant the expense.

    - EVE in a can. An attempt to solve the "my EVE vial broke" problem. Unfortunately opening a can was hardly quick and manipulating a can opener while in combat was not condusive to survival. Poptop can technology were never imported to Rapture.

    - A way to Camouflage the Lighthouse, not just from visual detection but also from Radar (ala Philadelphia Experiment). Unfortunately several test objects disappeared and never returned. Follow up research was done as a potential disposal method for toxic waste.


    .


    Isometric maps for Tablet minigames :


    - How to get/convert simplified real terrain ?? (building blocks may have premade 'sprites'), a program to digest the 3D data an dbuild a 'tiled' representation (not that hard as the 'tile' version doesnt have to be exact an dreally is a abstracted representation.)

    - How big should 'tiles' be ---- 64x64 ?? (need to be able to see distance for some mini-games so bigger tiles - less on screen)

    - Animated (sprite) tiles (prefer no 'big head' caricatures if possible) Animation sprites CAN be made with tools from the orginal game 3D Assets and existing human figure animations (versus hand drawing them which is quite tedious).

    - Centered movement mapping (allows adapting to 'tablets' and handhelds of varying screen resolutions) - Player always in middle of screen.

    - Example: the Farming simulation that corresponds to a real farm location in MMORPGs 3D game world (minigame for typical farm actions of rearranging farms items and upgrading and chasing off the periodic vermin)

    - Civ style representation/interface of Rapture (versus real 3D style map) for city management mini-games?? How crude should it/can it be?? Could be used for status maps at least where 'symbolic' maps are used for summaries.


    .


    Current Vita-Chamber Research :


    Research project to use the Vita-Chambers mechanism to realign/tune a Splicer to eliminate some of the "genetic turbulance" ADAM use sideeffects that results in the damage and insanity. Unfortunately the circuitry is rather complex (think of a hacking pipe mini-game with as many 'pipe cells' as pixels on your screen...). Citizens are asked to keep an eye out for research documentation labeled "Vita-Chamber Mk1" Ongoing 'deveolpment tasks (minigames) to solve the circuitry reprogramming. Bounties would be placed by city for bringing in Vita-Chambers from the 'Wild' for the needed components.


    .


    Totipotent and ADAM, ADAM and Totipotent :


    - Having unlimited capability. A "totipotent" cell has the capacity to form an entire organism. ADAMs T-Cell process fit this definition.

    - Unfortunately if not controlled properly, it results in 'genetic turbulance' and disruptions of the structure of the organism.

    - Splicing plasmids too frequently and mixing different 'flavors' led to disrupted genetic changes that afflicted so many people in Rapture. In some cases quality control of the 'consumer' products were also a cause.

    - Explains how Delta could be reconstituted from some skeletal remains scraped out of a clogged sewer.

    - The X-Cell therapy used in the 'Cure' process has to be carefully monitored and adjusted to prevent recurrance of more gentc turbulance (having mechanisms from the Vita-Chambers do this would make the process much less difficult/tedious).


    .


    The 'City Center' (originally called Fort Rapture) is basicly one plaza with a cluster of building around it :


    - City Hall and government offices are in a single 20 story building (much of which is still empty) which contains the Library, Archives, Museum, City Records, Accounting Offices, Inventory storerooms, etc...

    - The growing transit Systems radiates out from that point (Metro stations and Atlantic Express station).

    - The 'Clinic' is in one of the adjacent buidings (research, therapy, rehabilitation, holding cells).

    - The original housing for the inhabitants (barracks) is now part of the Dole Facilities.

    - The location was chosen partially because it had direct Utility Mains going to Hesphaestus (named 'the Aquaduct') and could not be cutoff through intervening city territory. it also was a pocket that had limited approaches that allowed it to be defended adequately (versus a plaza with 12 different transportation paths leading in to it).

    - The 'Downtown' spread from there out on the connecting Streets to the adjacent plazas/squares (including Neptunes Bounty). - This city section is being 'prettified' to make it look like its original pre Civil War appearance as a model of what the rest of New Rapture will one day look like.

    - Administartive center of the New Rapture with many of the institutions coordinated (all the communications radiating outward).

    - The Forum, where Citizens of New Rapture meet to interact and hear the latest news and discussions and transact business (modeled after a roman forum or greek agora). Having a crowd of people who arent insane and trying to kill you is a novelty.

    - The central Bank is located in the City Center. They dont do 'loans' but facilitate financial transaction by allowing people to not have to carry around huge wads of CASH all the time. Rent and other routine transactions are processed by the 'computerized' system.

    - A small baseball field with a amateur league was created as a demonstration of a return to 'normalcy'.


    .


    CityScape the players have seen :


    - Observing the cityscape visible thru the BS1/BS2 windows (or from in the water outside using a cheat) at various points, at least some locations are surrounded by dozens of tall buildings. Buildings sitting on tall foundations far below.

    - Unfortunately other locations that should be on the edge of the city show the same 'skybox'/'skydome' view. The developers saved the effort of creating additional 360 degree views, but it give us no help in trying to judge the layout of the City for the MMORPG.

    - So, making allowances for what is shown, some locations do have many tall high-rise buildings -- a few 40+ stories tall and more ~30 stories and many more ~20 stories (not counting the foundation many are sitting on).

    - Many 'short' building are built on rocks elevated well above the Foundation/seabed of nearbye high-rise 'Surface Scrapers'. The terrain in the city is not flat and there looks to be many ravines/valleys and ridges interspersed in parts of the city. (Some locations apparently were loacted for 'the view'.)

    - Atlantic Express structures (elevated tracks supported on towers) running across the seascape.

    - Cables with lights suspended to illumiinate outside areas (otherwise at the depth would be very dark out there).

    - Lots of lit signs and buildings illuminated by large lights.

    - Wreckage on some buildings (some with large chunks torn out of them)

    - Various wreckage littering the seafloor.


    --------------------------


    The City Freight system :


    - What is the equivalent of 'trucks' in Rapture ??? (You cannot supply a city with everything carried by hand).

    - The Available Freight transport systems:

    ----- Trolleys - freight moves at night and many buildings adjacent to the 'Streets' have freight sidings (small items can be loaded at any Trolley stop).

    ----- Metro Bathyspheres - for smaller sized deliveries that warrant the higher expense (used by hand couriers)

    ----- Atlantic Express - Higher capacity, for large/bulk shipments (including bulk industrial movement of raw materials with Long haulage from remote sites). AE mainlines go to the larger satelite 'support' communities (freight and pasenger traffic).

    ----- Trams - used for the City Maintenance/Utilities and many of the industrial sites (where AE doesnt go).

    ----- Jet Postal - Only small things can be moved by Pneumo (and expensively)

    ----- Submarine - required for surface supply ( a pressure sealed Bathysphere sized 'container' can carry more than 15 tons of cargo from the surface) or moving items 'Outside' in the ocean. Heavy lift for structural components (ie- a towed Lift Balloon the size of a Bathysphere can lift more than 25 tons and can be made much larger for large premade building components).

    ----- Freight elevators in High-Rise buildings (cable type) and elsewhere (hydraulics for upto ~5 floors)


    - There are many Transfer points between the different systems

    ----- Port of Rapture Submarine transport and trans-shipping (modules/containerized)

    ----- Moving goods from Manufacturing to Warehouses to Shops and delivery to Residences

    ----- Delivery Services to transport individual shipments manually to small locations (residences, shops, etc..)


    - Bulk Loads :

    ----- Food and goods distribution (source to manufacturing to shops - just 1 pound per day for 20000 people in Rapture was 10 tons along each link of the transport chain)

    ----- Refuse hauling - garbage

    ----- Fertilizer to the farms (processed fishguts and sewage)

    ----- Construction materials for the rebuilding and maintenance

    ----- City Environmental Machinery for repairs


    - The AE Freight Yard (located to the East of the AE Depot)

    ----- Empty car storage and as a marshaling yard for organizing trains to take cars to specific destinations.

    ----- Organize routing for various destinations in the city.


    - Destinations

    ----- Freight rooms in building basements (including Delivery Service locations)

    ----- Warehouses

    ----- City Dump (will be subjected to recycling by the City Dump employees)


    - The Partially rebuilt/restored system currently in New Rapture :

    ----- A priority for the City Council to get all Trolleys running on the 'Streets' within the safe zones to improve productivity (less hours wasted walking).

    ----- The 'Under the Street' Trams largely work, just need to clear the tracks/tunnels of obstructions and rewire.

    ----- AE system is disjoint with heavy damage outside to the trackways which will take much more effort to reconstruct.

    ----- Metro Bathyspheres - many routes repaired (cables restrung) but the automatic routings are mostly not working.

    ----- Jet Postal Pneumo service restored in many sections within the City's control.

    ----- Submarines - a number working, others are being repaired/rebuilt after years of neglect.

    ----- Hydraulic elevators were simpler and easier to fix. High-rise cable elevators are harder to get working again and so many buildings do not have them running yet.


    - Missions: Jobs related to freight operations.

    ----- Mr Brown buys a New Refrigerator .... entire path from pickup at the manufacturing plant and to the freight station near the Residence and then manhandling to the Appartment.

    ----- Playing Train Engineer - driving AE trains thru Rapture and delivering/picking-up cars to the many sidings.

    ----- Trolley Service - a busy day moving people in the City (with the standard 12 incidents of boarding passenger not having change for the fare... City is reinstituting a 'Tolley Token' system.

    ----- Pneumo repairman and delivery (repair a tube from a routing junction to a Pneumo Box)


    Delivery Services:

    - Several small companies specialize in moving goods from local freight drops to Residences or Shops.

    - Animations of NPCs working a Dolly Carts to move bulky Objects will be needed.

    - Wheel barrows do work still.

    - A common sight in the city is the deliverymen moving stuff everywhere (including players transporting their 'loot' to the various destinations (base, city clearinghouse, market, dump).


    -------------------------------


    Non-Splicers who 'holed themselves up' when the Civil War took place :


    - The supplies stopped flowing, the stores emptied. Prices went up for what was left.

    - Deranged Splicers wandering the halls interfering with any normal life.

    - Guns - must buy guns and ammo .....(convienent ammo vending machines installed made this easier)

    - Some turned to Splicing to have something to defend themselves (Ryan installed the Gatherers Garden machines)

    - People trapped in the cCity with no refuge (some moved out to the support communities outside Rapture)

    - Many were simply killed in the faction fighting or fell prey to deranged Splicers (or starved).

    - Some groups got organized (strength in numbers) an locked down strong locations (particularly ones with access to food resources and other key resources or cleverly built up their own).

    - Ryan maintained City infrastructure and production to supply his forces and the remaining population that still supported him.

    - Atlas brought in some supplies via his smuggling connections (moved from Neptunes Bounty after the 'Great Shoot Out') Another smuggler base was built somewhere....

    - Many of these groups managed to avoid Sophia Lambs tyranny (actually she controlled only a small portion of Rapture).

    - Some groups were mixed groups of Non-Splicers with less insane Splicers.

    - More than a few of these enclaves still exist by By the timeframe of the MMORPG (which is only a few years after BS2).

    - Remote outlying areas were more likely to be less disrupted by the Civil War (were able to isolate themselves).

    - Some people managed to escape from Rapture to return to the Surface World.


    .


    'Team' Combat Roles :


    - For the player's 'Team' when going into a combat situation in the 'Wild' or an infested sewer, have some kind of 'roles' designated for the individual NPCs -- like Scout or Rear Guard or Catcher so that the behavioral programming can have them act a little more appropriately without having the player have to micro-manage them with orders. Its also useful for choreographed 'Plays' with different 'actor' roles to play out a 'cutscene' for a quest/mission.

    - Multiple (many) roles with different duties can be designed and the player pre-set them as a basic control mechanism for situations where things start happening very fast (and clumsy order giving mechanisms wont be sufficient otherwise).


    .


    Computers Talk :


    - Internal Network to link 'The Thinker' with the other computer systems (like the 'McClendon's Home Computer' in City Hall). Dedicated phone lines are being created between the key locations (unfortunately thru some rather bad 'Wild'/ruined Rapture territory).

    - Lots of boring 'routine' data is required for City organization - best not to have require humans to type in the same data over and over. Backup facilities are more secure at the Isolated Minerva's Den facility.

    - Punch cards (you can actually glue the 'chads' back in to reused the cards....) Many tons of used punchcards as well as new ones were found in various places.

    - Teletypes were a common method of computer input/output way back (a teletype simulated interface can be done for certain Quest related interactions).

    - Simple CRTs (is actually fed by a TV camera pointed at a Punch Card output from the computer)

    - If the Thinker can Talk (not since the damage that half disabled it) then it could make phone calls (Oh Great, Telemarketing is Invented...)

    - Maintenance Daddy coordination can be directed with tie-ins tto the Central Computing Maintenance system.


    --------------


    Existing Optics Technologies :


    - Bioluminescence - An outgrowth of the light replacement (lightbulbs) research using the glowing sealife (self-contained units very convienent for locations that have bad wiring - Splicers cam up with this use way back when things started falling apart).

    - Laser devices from Minerva's Den projects (one of the projects where great progress was made by scientists using BrainBoost - at least until their brains exploded). HAs uses for communications as well as weapons and tools.

    - Various light detector technologies -- phototubes, photoresisters, photo-switches, elctric eyes, TV cameras, plastic light pipes(lucite), etc.. were 40's technologies. Redevelopment of the 'Trap-Rivets' sensors for use in alarms (portalble electric eyes).

    - Research on the Sea Slug Bioluminescence (lots of non-ADAM producing SeaSlugs were found and were used for research)

    - Optical based Computing devices being investigated for use in 'The Thinker" (which already has ADAM based biologocal components). Computing "he allowed the mainframe to process data at the speed of thought" isnt anywhere as fast as optical processing would be. Making the programmers code faster more efficiently is a whole nuther problem.


    - A Seaslug 'brain' used to process scanner input and control a Flying Patrol Bot (take more than relays and vaccuum tubes)

    ---- Helps to be able to 'grow' the control circuitry, along with simple training methods ...

    ---- Control 'discs' created from a removed (non-ADAM) seaslug brain that had been trained/conditioned for the desired control logic - which were then 'baked' and 'doped' to convert their structure to Xisterized circuitry.

    ---- Optical inputs from simple TV camera, cognitive functions(classifying targets), target movement controls, reaction behaviors, command execution, etc... (explains why the Flybots arent that intelligent....)


    The Thinker - acronym R.O.D.I.N (Rapture Operational Data Interpreter Network) :

    - "A supercomputer powered by an ADAM based artifical intelligence" implies biological components.

    - The logic 'disks' made from seaslug brains (of all types - not ADAM slugs) were treated with ADAM for their forming/conditioning/programming.

    - 'The Thinker' is made of thousands of these disks tied together to create the 'Thinking Network'.

    - New logic 'disks' are being produced to extend "The Thinker" as well as to build smaller general purpose control computers (and to restore some of the automatic systems in the City)

    - Since there are more than enough 'ordinary' seaslugs, there isnt any Bounty on them, though they still have some value as the Research labs regularly buy them.


    - A Laser Canon for the Lighthouse was proposed (to Ryan) after promising tests in Minerva's Den (probably a bid for funding when the unit was barely working). Besides having insufficient range to deal with smugglers ships (Ryans main concern) scaling the unit up from the sized used for Fly-bots would have been a significant challenge.


    --------------------------------


    Generic Splicers :


    - We've seen alot of specialized Splicers with interesting but quite specific behaviors (unfortunately we often see them repeated, though that is mitigated by them having alot of random utterances ( http://bioshock.wikia.com/wiki/Breadwinner http://www.youtube.com/watch?v=iiBrIX0EsiU )

    - The ones weve seen in BS1/BS2 have largely been seen wandering about 'acting out' their delusional state and not carrying out ordinary functions (eating/sleeping/watching TV/etc...). They also aggressively attacked the player, which was after they were 'stirred up' by Ryans pheromone command to eliminate intruders (and the bounty on Jack) or Lamb's similar orders to eliminate Delta (passed on by her petty bosses).

    - Splicers have 'a life' also (just like the NPC denziens of New Rapture have). They can NOT have been acting crazy the whole decade of time and survived, and thus must have more routine activities (which the Player will be able to witness when they stealtily invade the Splicers turf in 'the Wild').

    - You might ask "when do we ever see Splicers in 'routine' state instead of when they simply come at us in combat ?". In THIS game you can do more 'scouting' and sneaking about and can catch Splicers unawares. You will also see alot more detail about where they live (more than a mattress and some empty food cans strewn about). Also with the proposed "Splicer Play" system you will witness the more normal behaviors of Splicers 'in situ'.

    - Good news is that alot of the routine 'day-to-day' activities are pretty much the same as for the Non-Splicer NPC Citizens of New Rapture (and even the Player's avatar characters when they are left on automatic). SO those animations and behavior scriptings can largely be reused, though possibly edging to more extreme variants (Splicers are easily frustrated in their mental state).

    - A wide spectrum of 'Splicer-ation' is present in the Splicer communities, with some Splicers only partially effected by ADAM side-effects (and also possibly with fewer plasmid powers).

    - Splicer Society would have several systems of Hierarchy (who possesses power/influence):

    ----- Based on combat power - who has the most damaging/effective killing power

    ----- Based on technical know-how/skills - some Splicers are good using weapons which can often trump plasmid abilities.

    ----- Based on providing something other Splicers want, to have leverage (and would be lost if the 'specialist' was eliminated/uncooperative...).

    ----- Based on cleverness and persuasiveness (big bad plasmid splicer has to sleep sometime and/or can be overcome if you gang up on them).

    ----- Based on delusion and the ability of others to 'buy into' that delusion.


    Splicer Society Simulation :


    - In order for Players to interact correctly with the Splicers they run into, the Splicer's environmnet needs to be correctly detailed (including all the real goodies that make at least interesting 'loot' along with more mundane stuff).

    - Normal survival functions would be simulated (getting food, safe place to sleep, avoiding enemies, etc..) and the Splicers would modify their environments to effect those functions. That is similar to the 'Fitting' behaviors the Auto-generation mechanism uses to integrate individual and groups of Citizen NPCs in New Rapture.

    - Splicers are usually part of a faction - which as a group has behaviors/patterns imposed upon it. Splicer behavior is not simply with the physical environment, but also in relation to other Splicers (their own faction and others)

    - The Hierarchy in a Splicer Society can have a variety of roles (ie - leaders versus henchmen vs followers vs subjects) as can the Splicers have different occupations in the group according to Skill.

    - Much of this activity is ABSTRACTED when outside the Player's view, but must be followed thru so that when a Player shows up to see it the Splicers are in the middle of their appropriate behaviors and realistic situations.

    - Again, Good News is that the Citizen NPC (who are constantly under the scrutiny of Players) already would be using these same behavioral models/systems and the scripting/data involved need only be modified to match the Splicer variations.

    - Splicers are organized enough to have their own repair abilities/specialists/vehicles/tools/routines.


    ---------------------------------


    Detailed Scenario Creation (for Quests) :


    - Choreographing a quest/mission with 'staged scenes', music and effects something like you can in a Solo game (with Player Created Assets you can have MANY times as many as you find in current MMORPGs - which make so many of them "pretty deserts"). They can also be made more intricate or specialized rather than the limited 'quest chains' MMORPGs are chronicly afflicted with.

    - Detailed story and involvement of Player (who can be made to act out various movements and actions in a 'play') in the Quest/mission.

    - Dialog Tree for quest-giver NPC can have many 'information' branches that the player can return to access.

    - Specific details tailored to precisely fit story/player/situation are put together (versus total random/static auto-generation ).

    - Terrain with exact Prop placements can be generated, modified, etc... using an Instance bubble to build the needed situation.

    - Locations can be relocated (is not limited to exact location and world System allows instancing 'on-the-fly').

    ----- Lead-in Quest scripted with generic paths to get to the main scenario location

    ----- Additional locations as needed

    - Quest can be made up of several 'precisely defined' sites (as long as they are placeable and have no external limitations and fit a somewhat generic world placement rules).

    - Example - you are told to 'meet the man' at a hotdog cart at the corner of Apollo Avenue and Wodin Street to get a map. That scene is set up (just have to place the cart and NPC in that area) and after the Quest the cart and NPC are gone. You then have to go somewhere else like a Foundation Tunnel that isnt really mapped very well to find something and eventually return to the Bar where you met the Quest-Giver for the reward or double-cross or whatever.

    - Such quests can be made 'one-shot' where the player gets only one attempt at it and whether they succeed or fail they are blocked from doing it again (where their prior knowledge makes it much easier to achieve).

    - Quests can leave permanent 'scars' on the terrain - which can be left to be seen at later times (this makes it handy to be able to relocate the 'scar' location in different places in the City).

    - Additional quests would be added as the Game was running, adding new experiences for the players (versus a few pathetic 'content drops' that current MMORPGs usually provide).


    ==============


    Game (MMORPG) Macro Plot :


    Is there a plot progression in this MMORPG ?? :

    - The players efforts are to be reflected in the growth of New Rapture and the state of the environment and effect on the rest of the Rapture World. SO the map will change - not just in getting the City working again and the economy by in the interactions with the Splicer factions.

    ----- Flexible Quest system allows for relocating Quest scenario locations as Players gobble up/advance into city terrain.

    ----- New (Player Created Stuff) Quests can be programmed/directed to happen in newest map areas Players have reached.

    ----- Locations isolated to Players (adjacent to existing accessible terrain) can suddenly be opened up (even close in to the City Center).

    - Dont really want an 'ending' - auto-expansion covers one angle of that (can keep growing always with more 'the wild' area available and new remote locations outside the immediate Cityscape). Players come in in middle of an ongoing story.


    Splicers are flexible in placement in new terrain (adaptive/fitting logic) :

    - Small and large opponent groups (factions) some generic so can be easily cloned in new location and others can 'get away' in the Quest/mission to set up somewhere else.

    - Reaction chart to determine interactions between all factions (and New Rapture) - varying relations like being at war/feud or being allies/vassals or just 'trading' or 'dont care'.

    - Splicers can even advance back into 'citified' territory to conflict with Players.


    Factions shifting control of territory :

    - Abstract 'Cell' based automata simulation to make adjustments to match game situation (overall abstract situation map can be subject to GM corrections/adjusting).

    - Cell map is a Terrain network map of occupyable locations (not really a contiguous 2D map - more a map of linked locations).

    - Position connectivity and the resources contained determine goals and tactics (offense/defense/allies/etc..)

    - Splicer Factions shift as Players expand (and since the scripting behavior allows for auto-fitting adaptations)

    - Influence Map mechanism (areas of control of factions/mini-factions)

    ----- Abstract concentric territory boundries (Stronghold/core, territory, frontier, 'no mans land') for factions overlaid on actual map.

    ----- Faction Territory can shift as time goes on (control of areas as faction gains/loses influence/power)

    ----- Important Factors for Faction's to control :

    --------- Food Sources

    --------- Transportation access (working Metro or Street paths)

    --------- EVEplant gardens

    --------- Access to trading sources (with friendly/neutrals)

    --------- Clean/Dry/Warm habitation (even Splicers get sick of being damp and cold)

    --------- Defensible positions (a good strong base location, ability to close off/control approaches)

    --------- Docking facilities (for those with subs)

    --------- Airlock facilities (for those with Diving Suits toaccess the all important fishing/seaweed harvesting)

    --------- Scrounging areas (for misc items, either to trade or use)

    --------- Buffer area between faction and enemies (sufficient 'frontier' to fight in and not in own 'territory')

    --------- Maintenance Daddies come around to keep the area repaired (and the area isnt ready to fall apart).


    GM intervention to keep things moving in the game :

    - Can make corrections adjusting factions if things get into unforseen 'bad' state (or to repair sideeffects of loopholes)

    - GMs might (infrequently) direct Splicer factions to enhance the faction AIs strategies (complex/intelligent strategy is actually hard to program and wont be a priority when GMs are available to tweak things).

    - 'Events' (staged situation that are open to all players) can be scheduled more/less frequently to vary the players experience.

    - Guidance to the 'Player Created Asset' Community to fill in deficiencies discovered once the game is operational (like not enough entry level 'easy' quests).


    =============


    Neon sign making Tool :

    - Important detail to help customize different parts of Rapture (including 'ruined' locations out in the 'Wild')

    - Create a neon sign - Inside window and marquee or External Building sides/edge vertical/horizontal

    - For businesses - Player/NPC run companies/shops

    - Font layout & lines from continuous tubes

    - Plates (lighted mask for smaller text)

    - Different colors (different gasses generate different colors)

    - Template driven game creation that creates the asset in the Client (from parameterized data/directives)

    - Animations (sequenced on/off) and controllable 'Vacancy' and 'Open' signs.

    - Post to Community for voting popularity (contests etc...)

    - Mounting structures to turn into prop objects.


    Stained glass Tool:

    - Players Create stained glass assets (classic lead strip with glass panes) for decorations

    - Shaping (straight line convex panes) as done with actual stained glass

    - Colors of glass (wide range and intensities)

    - Template driven asset building that creates the asset in the Client (from parameterized data/directives) - instead of a canned asset that takes up space in the Asset Dictionary (when there will be many hundreds of them)

    - Backlighting option for use as art display on a wall


  5. #85


    City Design Resolution :


    - While the design of the city was being fleshed out in the pre-stages of the' "Help us create this game" phase, the Collaboration Community would be adding ideas and proposals to fill in the City/World map (and including things like where do all those blocked doors really go that we saw in all the BS1/BS2 buildings.) The Company developers would request/take/filter alot of inputs from Players for generating the Overall Layout of the City (for Seed Maps).


    - Suggestions and corrections done by the Players would save alot of money $$$$ (as per the whole Collaboration Scheme). There is ALOT of specific details needed for this project. The City plan would be developed and shown to designated Players to make further suggestions (with any reasoning/justifications given). Details would be refined and assessed for 'doability'.


    - There would probably be alot of debates about what components of the city should be contained/connect and where. Content requests would be posted for filler material to get the initial areas ready (there are plenty of assets that can be salvaged from the BS1/BS2/MP/DLC content and converted, and others modified to be variations).


    - All the different interrelated 'game world systems' need to be clarified/finalized (and no matter how good the pre-planning, additional elements will have to be added). Example - how the electical power system works and the props/structure modules needed and how they all fit into the modular 'builing block' system - those interrelate with the damage/repair actions and tools and fabrication aspects of the game.


    - Company employees would have final say, but a plan would eventually be decided. At some point decisions will have to be made and differences of opinions resolved so that the City Layout can take shape. The pieces would be organized, prioritized and divided up. Then the players could get to work to create/define the specific assets for the layout of the city and all the components that would make it up... The Company developers would do the parts they-only can do (game engine modifications) and incorporate the pieces into the 'World' so that proper testing can be carried out.


    - For areas of the city that would be auto-generated, sufficient details (parameter data) would be created to guide later piecemeal generation. (as mentioned before -- that 'seed' detail will guarantee that the auto-generated things will 'fit in' to the overall plan).


    - Exposing such details would not really be 'giving away the whole game' as much of the details are still quite nebulous and subject to later Auto-Generation (filling in the full details). So player could find out there are "some buildings over there on the map" doesnt give much away to anyone who has already looke out the Windows in the Solo game. The game would also take shape as direct effect of player interaction - which can beforehand only be guessed at.


    .


    -----------------


    .


    Building the Seed Map for the Bioshock Rapture MMORPG:


    Work that would be done by the developers to set the basic shape of Rapture and supply guideline data for the Auto-Generation system to follow.


    .


    Constraints :


    - Rapture Canon and Lore.

    - Description of City from Games and Book (ex- City is about 3 miles by 3 miles, sized for ~20000 people).

    - Known locations from the BS1/BS2 games (how they generally connect/proximity). Known Plazas and Squares...

    - Limitations on how much of the city is to pre-exist (in full detail for the initial game start) and how much needs to be 'seeded' with sufficient specific details to be cohesive/coordinated and what other details can be left to the auto-generation system.

    - Views out of windows that show general position of 'Landmarks' (mostly tall buildings). The landmarks would be represented with general shape, but interiors we've never seen can be fudged.

    - Use Map of Metro and (the partial) Atlantic Express (which shows some general ocean floor contours, position of ridges, etc...) to guide some feature placements.

    - Add/adjust logical details to better explain the City's existance :

    ----- Location given as (63 degrees 2 mins N, 29 degrees 55 mins W) place Rapture in an area where the ocean floor depth is 1,000-2,000 meters (far too deep).

    ----- Make the City Site as an old undersea Volcano would explain a much less severe depth (200 meters), the Geothermal activity, the Dropoff Abyss (an old collapsed magma chamber or an edge down to the normal depth) and a chunk sticking up near the surface (Mt Ryan) that could block the path of Icebergs from destroying the city at such a lesser depth.

    ----- There would be substantial outlying areas of the City that to make it 'self-sufficient'. We didnt see these in the games so the details are pretty much open.

    - These contraints are preferences and can be subject to more than a little adjusting/creativity if required.

    - Not every inch of that 3x3 mile area is covered with buildings. Ex- the irregularity of the seabed - many places too soft for foundations - (like Central Park in Manhattan). City plan SHOULD have irregularities to keep it from looking like a D&D map created on graph paper).

    - The Rapture location would likely have included alot of raised exposed rock to match many of the BS1/BS2 views (dont want to sit building on sediment and you dont want to have to clear too much sediment out of the way to place foundations on bedrock).

    - Lots of tall high-rise buildings, and more shorter ones and sprawling building complexes. Underground facilities (like outlying support sites) have alot of leeway.

    - Predefine structural specifications for building wall thicknesses (concrete and Ryanium), window shapes and sizes, Utility hookups/mains, doorframes, ceiling heights, transportation profiles (ie- the shape of a trolley path/tram tubes, pressure seal doors), viaducts and tunnels. Many details that define how adjacent things can be placed.


    .


    Determine seafloor contours (general shape) :


    - Starting point the Metro Maps for the ridges (map is VERY general and can be fudged quite alot - the central portion looks like a somewhat lower flat region where many of the tall builings are).

    - Many game building interior locations are on ridge sides (rocks in foreground in window views and looking straight out at buildings you are 1/3-1/2 way up side - with really tall building still towering well above)

    - Add the general locations of the major features (Mt Ryan to the north-ish) the dropoff of the Abyss (near Persephone) the Geothermal fields to southewest (near Hesphaestus).

    - Foundations can be quite massive to flatten and raise basement (base) levels to a common 'street' level for city buildings.

    - Some areas like around Arcadia have very large boulders/rocks the building are built upon.

    - An example contour map ---- http://imageshack.us/photo/my-images/600/rapturebig.jpg


    .


    Determine the first points of reference :


    - The Welcome Center is specificly positioned on the Metro Map (which has alot of the BS1 game known locations around it).

    - Proximity of other known buildings/features clustered in that vicinity (Lighthouse position is very close and it should be located on Mt Ryan as its built on (probably piled) large rocks that break the surface).

    - The other locations from the game maps for other 'known' locations (shown on Metro Map - Fort Frolic, Olymous Heights, etc...) The BS1 Metro Bathysphere map shows many of the other positions.

    - Many of the outside window views were recycled (like same view out north facing windows as south facing), so they dont have to be too precisely used as positioning clues. Many of the window views also have pretty sealife and rocks piled outside even when you are inside a tall building (like the AE Deport), so likewise cannot be adhered to.

    - Specify locations of all known Plazas and start planning others to fill out bulk of the City. Different city areas have themes - industrial, manufacturing, comercial, residential, etc.. The extents and 'organic' layout of the city would be created around these.

    - Many logical locations would be added to fill in needed components of the city which were never seen or mentioned. (Example - "Port of Rapture" would be a logical interface to the Surface needed during the City's construction and it would be logical for 'Submarine Yards" to exist to maintain the City's submarine fleet. Major transportation links would likewise tie into these extrapolated locations.)


    .


    Minerva's Den location (example of fitting in an 'existing' city location) :

    - Minerva's Den would be a likely starting point for Tenenbaum's return and a place to start organizing resources for what would become the new city. The DLC contains full detailed parts of the complex and it likely would be a 'game start' area.

    - See Atlantic Express map in BS2 (spot North of Fontaine Futuristics on the other AE line) is a likely spot. That probably would be Minerva's Den, as there is a locked station at the building's entry and because it is the nearest point to Fontaine Futuristics.

    - Is still isolated from the rest of Rapture - so is relatively secure and under control of 'New Rapture' (it has important resources and would not be abandoned).

    - The new security Apparatus there (seen in the DLC) would be very useful for securing whatever new City Center location was chosen.

    - An unusual device 'the Fish Whisperer' had been developed and used to lure fish to an automated capture unit which had helped feed the staff in Minervas Den for all those years (the staff werent fishermen).


    .


    City Grid pattern (the 'Street' system structure previously detailed) :


    - General 'city-like' rectangular street pattern, but still can be irregular (Compass point orientation prefered)

    - Street Level (the flat plane that most of the Streets in Rapture are on) would be a height matchup of positions of Landmark building (not too high off average seabed level - the 'Street' in may places is 1/3 way up many buildings)

    - Secondary 'Street' routes can still exist (to handle many building sites built on ridges following a flat path).

    - Use known Plazas and Squares as reference points of grid intersections (hubs). Their shape details are already largely known (with added adjacent parts filled in extending all those blocks/non-opening doors).

    - Add additional Plazas and Squares where various Landmark buildings are (since they have to connect into the 'Street' system and other things like Metro/Atlantic Express)

    - Locate the balance of all other Plaza/Square and their clusters of adjacent tall buildings (determine general shapes/footprints of those buildings). Their dimensions and floorplans would be defined and what connections they have to other structures (including the major 'street' paths between them).

    - Fill in more buildings of appropriate mid-range size added in appropriate visual locations (clues from the window views)

    - There can be many shorter buildings that weren't generally visible.

    - Various 'scenic' ridges and other locations would contain smaller 'sprawl' building complexes.

    - All these building's general sizes and shapes (and internal layout) would be predetermined and the required 'modular' floor templates that match those definitions would need to be created (to be used for 'pre-built assets and for the auto-generator to use later).

    - Street paths/flavors would all be filled in to connect and connect the plazas/squares and to fit the contours (and define any new 'building blocks' required to make it fit together - shape and adjacent connections). Secondary paths would link/connect all the building concentrations.

    - If all else fails the seafloor contours can be 'fudged' to make things place properly without adjusting too many other things.

    - City Utilities largely follow the Street grid. Some main conduits run as independant structures spreading out from their primary sources (ie -Hesphaestus for power/heat/fresh water, Lighthouse for air system, Mt Ryan for garbage)

    - Plan locations of industrial and manufacturing sites and other support communities OUTSIDE the City (I would put the total additional (original) population at another 20000 people out there to support the city economy.


    .


    Main transportation paths:


    - The Metro and Atlantic Express maps show stylized routes independant of the Street patterns, so can be fudged a bit to match up with the map data being created. Atlantic Express we've seen is a partial map (actually only shows 1/8 of the whole system and is a edge section South of Arcadia) so whats not shown can be fitted as line extensions to the three shown as needed (figure the AE largely goes to all old Primary high traffic destinations).

    - Place (in detail) the existing Metro/AE paths to connect the plazas/squares (we saw in BS1/BS2 and extrapolated others)

    The AE is built on independant aquaduct-like support structures.

    - Plan out the paths to cover ALL the rest of the Plazas/Squares :

    ----- Atlantic Express goes to the main hubs (various Plazas/Squares and other major complexes which would have the appropriate stations as part of their makeup - the stations are a substantial building of themselves).

    ----- The Atlantic Express routes are largely flat and run sufficiently below Street level to not collide with Street structures (built at basement level - was fundamental transport "oldest part of rapture" used a great deal in city construction) and goes around buildings.

    ----- The Metro Bathysphere lines have ALOT more connections than the maps weve seen

    ----- The MetroWays are more flexible and can go up and down as well as around corners.

    ----- Austen Bathysphere Company was just one of the interconnecting systems and we now have alot more plazas/squares that need to be connected.

    ----- The Street Trolleys go between most important points and go thru (continuous paths) the Plaza/Square structures.

    ----- Not all 'Streets' have a Trolley line running thru them and there are numerous secondary Streets lined with shops and residences branching off the main Street network. It is preferable for long Streets to not be too far off the Seabed because the higher the 'Street' structure is the more massive (expensive) the Foundation pillars need to be to support them.

    - Place all the other Metro and Atlantic Express stations/facilities (switching stations, railyards, repair facilities.

    ----- Locate all the maintenance facilities for transit systems (we saw one (BS2) - the 'Atlantic Express Depot' that is big enough for the full AE system).

    ----- At least one Trolley maintenance 'barn' should be near City Center so the trolley system can be running in New Rapture, and others are spread out evenly across the city.

    - AE and tram lines heading out to connect to sites outside the city should be defined.

    - Specify details for the modular assets (like AE track pylons and station entrances) needed to build up the actual connecting structures.

    - Plan which of these transportation paths are damaged/destroyed.


    .


    Looser details :


    - The Seabed surface map for around the City Map (maybe for 100 mile radius) - general Depths and Ecology seed data

    ----- Large area for the 'undersea volcano' before the depths fall off to the 1000+ meter depths (prohibitive to human activities).

    - Industrial/other sites outside main city areas are spread out (dont interfere/interact with each other much)

    ----- Many are miles from the 'City'

    ----- Transportation links to them (ie - tram tunnels, AE freight line) can be generalized.

    ----- Large parts of industrial complexes would be located in tunnels/caverns when possible to save on costs

    ----- Probably will be on the Leeward side of the volcanoes height to be protected from icebergs.

    - Many generic smaller building and structures :

    ----- Can be filled-in in detail later (usually their external appearance is seen first thru windows from a distance ).

    ----- They can often be placed adjacent to existing buildings and connected by multiple viaducts (like some of the places we visited in BS1/BS2). Since they do have to link to existing buildings, those buildings would need the modular connections alreday specified in their structure and floor layouts (more closed/locked doorways....).

    - Various clutter on the Seabed with leftovers from construction and misc other stuff/junk.

    - Tall building interiors :

    ----- Have to use standard floor layout/profiles/templates that WOULD be predefined to fit in the building's external definitions (the 'Seen from a distance' external details would mostly be pre-defined before game startup) .

    ----- We have little detail for the interiors (from the solo games) so they can be auto-generated along logical patterns - with lots of potential variations in detail/content.

    ----- Shops at Street level commercial above that and Residence levels above that.

    ----- The state of destruction/ruin/wreckage would be predefined so the auto-generator will have parametrers for what it will build up.

    - Mt Ryan just has to be a large mass of rock that goes up near surface (within 100 feet). Its solid rock is perfect for industrial sites and proximity to surface would have Seaweed Farms placed there (light penetration falls off fast with depth). The contours are not critical and can be 'fudged' to makefitting things easier.

    - Additional Metroways (Bathysphere lines) can be added (including the stations) -- branching off the already defined ones (they are supposed to be like cabs or busses so have to go alot of places to be convienent). Some companies had private lines as did some rich elites with connections to their penthouses (ex- Ryans connection between his "Mansion" and Ryan’s Office)


    .


    New Rapture vs the 'ruined' rest (start setting up the repair state theses planned areas are all in) :


    - Deciding on what constitutes 'New Rapture' (the already rebuilt areas) and state of the rest.

    - For the initial game release 'start -up', the company would have to have set the data designating the states of various parts of the city (included in the 'seed' 'parameter' information/data for areas not yet fully resolved - left for later auto-generation).

    - "New Rapture" is repaired/interlinked habitable locations (with alot of adjacent sections still abandoned/state of disrepair ).

    - More than a few of Raptures buildings are Flooded -- some with severe irrepairable damage

    - Street Level routes blocked (wreckage, non-functioning doors, flooding).

    - Various tunnels/paths blocked/choked with debris and rubbish and some half flooded.

    - Malfunctioning Pressure Seals (safety locked until repaired).

    - Cavern/Tunnel collapses

    - Building sections gutted by fires and lots of water damage.

    - Utilities of various sorts no longer working/connected (heat gone means freezing/ice blockage)

    - Viaducts broken/flooded/sealed off (themselves or what they connect to).

    - Metro links many broken, cable systems damaged, no available Bathysphers, most working lines the automatic system is inoperable.

    - Atlantic Express - many line structures damaged and 'rolling stock' damaged/destroyed (main maintenance facility may NOT be accessible/controlled yet).

    - Various locations trashed, choked with garbage and haphazard products of splicer habitation.

    - Industrial/manufacturing/storage sites shut down and in state of decay, filled with toxics.

    - Old transit routes that are operable dont always go anyplace currenly inhabitted/civilized.

    - Many transportation paths are deactivated and their access locked because they go to 'wild' areas (Constables have secured the access to prevent Splicers using them).

    - Splicer faction control areas.


    .


    'One-Of' projects at game start (setup initially in world data) :


    - Some of the preexisting BS1/BS2 areas should not be immediately (or easily) accessible to Players and should require some 'civic effort' to open it to access. That would be something like a Viaduct repair or getting a Metro line to operate through Player efforts -- something not to hard or take too long but an actual achievement changing the game world (demonstrating this isnt yet another 'Everything resets after the Boat goes by' Disneyland ride MMORPG)

    - Some of the more distant 'known' areas are still in pretty bad shape (and thus available for city rebuilding projects and for adjacent areas to be developed by Players).

    - Big City projects are underway - repairing an important Atlantic Express line segment to reach another chunk of New Rapture to improve the transportation convienence (has higher capacity than Metro).

    - Activity with ~ 2000 existing NPCs doing work (and jobs available to Player) fixing up adjacent buildings to City Center (everything there is to be a 'show city' to remind people what Rapture looked like and could all again).

    - NPCs will be customers for players commercial ventures. Most consumer goods are not much above subsistance and teher is alot of potential to expand into more advanced/fancy goods and services.

    - The (starting) Residential situation in New Rapture should be getting fairly cramped waiting for a new wave of Entrepreneurs (the Players) to start developing new and better accomodations. Ditto for shops and other consumer service activities.

    - The 'Clinic' is in operation bringing in more new 'Citizens' - both NPCs and players.

    - Quests/Missions utilizing preexisting locations and institutions.

    - Adjacent 'ruined areas' immediately accessible to players.

    - Being fully detailed, the pre-existing terrain can be used for 'real world' testing of game mechanics and how the many modular components integrate and interoperate (NPC behavior and Quest mechanisms being amongst the more complicated).


    .


    --------------------------------------------------


    .


    How to keep a game running continually (where the Players eat/grab the resources/territory that wont ever respawn??) :


    - Rapture IS a large place and expansion wont be too fast (expansions have to be built and arent just 'bought').

    ----- Players have to dig their way thru many ruined areas (cant just traipse thru where they want)

    ----- Closed off areas even near the City Center can be opened later (once Inspectors clear as 'safe')

    ----- Generic buildings can be 'zoned' for development that were blocked previously (city council sets priorities)

    ----- The Foundation tunnels can be endless. Ditto for tunnels and caverns under the city (why would you build fancy/EXPENSIVE windows/structures for a warehouse??).

    ----- Alot of reserved unseen 'slop' areas at the edge of the defined city (small buildings) can be later auto-generated in detail as expansion (city records were burned so noone has really seen the full map)

    ----- Obstacles stand in the way of Players 'going anywhere they want' preventing immediate auto-generation (realizing full details) - takes time for accumulative player activity to beat their ways into many parts of the City.

    - City expansion in small chunks -- alot of repairs needed to make 'civilized' (and would be built generally adjacent to whats already built due to security/support/convienence/zoning issues).

    - There are plenty of resources/project space for the number of Players on each Server, but exploiting them isnt 'fast' (New Rapture has little more than a Barter Economy). Players wont just 'snap their fingers' and rebuild a building "good as new".

    - There can always be "Splicers hiding in the woodwork" even in the City Center to keep things jumping

    - Outside the city is alot of space for missions to the boonies/ruins/support communities/secret sites/etc..

    - There is no real limit to the number of Splicers (and being harder to kill/capture/fight you wont be killing half the Splicer population by yourself like you did in BS1/BS2). Many get away and you can run into them again.

    - Random 'crisis' that will cause setbacks. Events even in the City Center to keep things interesting.

    - The Prestige system and Civic Achievemenst and Team/Company mechanisms give the players lots to do/develope.


    .


    --------------------------------------------------------------


    .


    Very important detail -- Where is The New Rapture City Center ???? :


    .


    - This will determine what parts of the city are initially fully accessible and 'normal' when Players actually start playing the game (including its surrounding 'Downtown', 'Border' and 'Edge' and adjacent 'Wild' areas).

    - It would be nice to have an appreciable amount of certain familiar game locations to be included (especially since they are existing 'known' BS1/BS2/DLC game Assets that will be represented 'verbatum'. They represent alot of starter terrain which can be utilized with less effort ($$$$).


    Requirements :


    - A location with substantial resources to sustain the city :

    ----- Food - beyond utilities (that seem to still work alot of places). This would likely be one of the semi-automated fisheries that had continued to operate (and were kept in repair by Maintenance Daddies). This would also mean control of that location had to be fought over with other factions, who likewise would want to control such an important resource (and still want it back too).

    ----- Should not be too far from the source of most of the enviromental life-support (Hesphaetus complex). Should be on the City Utility Mains directly -- so enemies cannot easily disable them.

    ----- Submarine Dock... Important to transport alot of materials from the old Minerva's Den base.

    ----- Adjacent Streets (with working trolleys) leading to additional buildings (another plaza/square and some Street-side residential blocks). Adjacent areas would be 'The Downtown' regardless of direction.

    ----- Metro Access to adjacent areas, if possible also a working Atlantic Expresss station and connection -- if there is anywhere to actually link to (eventually there will be).

    - The "City Center" would be a Plaza with a sufficient cluster of buildings attached (including some high-rises).

    - Possibly near one of the old research establishments - Tenenbaum would need equipment/facilities to improve the "Cure" process.

    - A Park (or two) would eventually be built to show that THIS is different than Splicer barbarism.

    - Nice to have access to several of the 'known' BS1/BS2 sites (many not 'repaired much) so that Players can go look at them.


    Likely there will be Disjoint sections of New Repture, with some 'Border' territory being little more than a perimeter around a Metro station (and the MetroWay crossed 1/4 of the City).


    By the time the players are in the Active 'started' GameWorld, there is a 'City' population of 2000 NPCs (and all the Players) crammed into a fairly small area (before the Player led expansion starts to take-off). !!!! 2000 NPCs - when did you ever see a MMORPG with a 'town'/'city' that EVER had any more inhabitants than a small village .with half the people already dead of the plague, and the remainders just standing around like mannequins ??? New Rapture would be a REAL city and give you a glimpse of what Rapture must've looked like back when it had 20000.


  6. #86


    I would propose for the City Center of New Rapture :


    - A good place would be the Metro map 'node' just South East of the Neptunes Bounty. It is somewhat isolated to make a reasonably defensible position. Since we are fabricting this game situation, it would be assumed that the selected location had been surveyed and found to be the most advantageous for New Raptures needs.


    - As a Plaza/Square, it would have a cluster of adjacent buildings with sufficient living space. Will probably still look like much of the rest of Rapture -- a mess -- but intact enough to be safe and repairable.


    - Neptunes Bounty would be a critical food resource -- it continued to operate thru the Civil War and into the Lamb era. It likely would have to be secured after more than a little fighting, but with Johnny (the Delta Clone) on their side (you saw what Delta did previously to the Splicers that tried to stop him...)


    - Help of Maintenance Daddies (controlled via the Computing Center) would be used to close off/block other transportation connections. Control of the transportation connections would lock out attempts by Splicers to retake this important resource.


    - It is close to Hesphaestus for power/utilities (so less likely to be cutoff by Splicers or new structural damage).

    Hesphaestus itself would be a future target to seize control of to safeguard that critical resource.


    - The Atlantic Express Depot and "Port of Rapture" nearbye would be useful expansions for transportation infrastructure.


    - It is far enough away from the remnants of Lambs 'family' (if they have any real organization left other than trying to feed themselves).


    - Submarines would need to be acquired to move 'assault forces' to seize control of the location and later to move the community from Minerva's Den. Atlantic Express and/or Metro lines might be intact enough (or repairable) to establish direct transportation afterwards. Likewise there would have to be enough 'Citizens' 'cured' and trained with weapons to make the new 'seized' locations secure (one of the reason why the move is being made is because the 'ex-splicer' population has grown and its starting to get a little crowded). The new Security Bots from Minerva's Den would likely be very useful.


    - Many of the adjacent areas are BS1/BS2 assets that would already be expanded into by the time the game starts and can help orient the players.


  7. #87


    -------------------------------------------------------------------------------------


    Diagram Building and Foundation :


    .


    Picture - http://img32.imageshack.us/img32/9528/foundationd.png


    - Central Core of building running to height of building :

    ----- Elevator shafts (2 passenger, 1 freight)

    ----- Utility 'building mains' tube with access ladder (power, heat, air, water, communications)

    ----- Stairwell linking all floors

    ----- Notice how much space the utility core takes up from each floor of the building.


    - Thick Walls of reinforced concrete (Ryanium and Steel rebar)

    ----- To not just hold up the multi hundred foot structure but also to hold out the sea pressure.


    - Floors :

    ----- Interchangeable floor layouts for different purposes/needs (commercial, residential)

    ----- Compression struts (structural) to counter external sea pressure (280+ psi) on walls every couple of floors.


    - Basement with elevator and environmental control machinery (and sumps/pumps)


    - Windows of 'super glass' insets with Ryanium framing set into walls.


    - Foundation mass of water setting concrete (cut deep into the seafloor and bedrock to stabalize the tall building)

    ----- Filled with 'plumstone' rocks to save on concrete used to build that mass (at least half the volume)

    ----- Filled with chambers/tunnels to save on concrete and provide secondary storage.

    ----- Inspection tunnels at various levels to check for leaks/structure failure (during construction)

    ----- Airlock at seafloor level for maintenance access (with internal stairwells)


    - Water tanks on roof level for fire supression systems.


    - Optional Bathysphere/Submarine dock (simple type - Metro stations take up very large spaces)


    -------------------------------------------------------------------------------------


  8. #88


    Another innovative idea that would be useful to lower the rendering load for lower end systems :


    .


    "on-the-fly" SKyDome builder :


    Skydomes/Skyboxes are 2D horizonal textures used to simulate distant (background) 'outdoor' scenery without having to constantly render complex details that make up that terrain. Their distance and limited point of view allows a static image to be used, even if the player moves their eyepoint about more than a little. They also can show 'scenery' that the player will never get closed to and can be detailed by a painter without having to create any of the 3D assets a normal rendering would require.


    - With additional city detail objects and their changeable nature, the static Skybox/Skydome backgrounds you see out windows cannot reflect a changing state of the cityscape in the MMORPG.


    - I noticed that they (BS1/BS2) often replicated the same view 4 times to save on effort (and you got much the same view out of most windows in the level). An improvement would be a 'Skydome' view generated "on-the-fly" for a particular locations (a stretch of windows short enough that the relative parallax would be minimal). When you move to another set of windows or one facing a different direction, a new 'Skydome' for that location would be created.


    - Having the view be generated "for the spot" would make it much more accurate (since we have the details of the actual city to make use of now). It would reflect the actual state of the changing game world (an important feature of the MMORPG - that if a player put his new 'company' sign on the outside of a building, that players are able to see that detail.)


    - The 'thru the window' (and the murky water) effect means that fine details dont have to be presented clearly and LOD (Level of Detail) methodologies can be employed to simplify more distant objects.


    - Similar views from outdoor locations (player in subs, diving suits, trains, bathyspheres) could also be done to cut down the rendering of Rapture's distant cityscape. They might have to be done with better detail (have the Skydome/box set to a further horizon and fill in the foreground with more actual 3D objects) and they wont be as 'hazed over' by looking thru smudged/rippley thick window glass.


    - Just like in BS1/BS2 foreground details (those usually of most interest) would still be present (funny all those rocks and clumps of seaweed outside windows when you are actually way up high on a building side - but then maybe I need to add Decorative Sea Gardening to the hobbies in the MMORPG....). Midrange buildings would show as a simplified version or even converted to 'Imposters' (2D images ('billboards') created from a 3D object from a particular perspective) that would give a partial 3D effect (important if the player is moving more than a little as they would in a vehicle).


    - Processing probably would be best located on Client to compose the temporary static background textures. Generating on the Server wouldn't be impossibe, just prohibitive because graphic content isnt usually handled there and having to transmit it as a asset would eat bandwidth. New generations of consoles would probably take care of any Client issues if they are already to be powerful enough to handle the MMORPGs higher level of non-static details.


    - One of the impressive things in Rapture were the broad scenery Views, and it would be a plus if the MMORPG could far outdo what we saw ing the Solo games.


    Similar improvement ideas about 'staticizing' the modular terrain (at least partially building an old style 'level' as an optimization to improve performance) can also be done when game data is designed for it. We will never have as much rendering power as we want for the graphics we'd like displayed (and game companies prefer to target hardware that a majority of players have access to), so 'tricks' like these offer a solution.


  9. #89
    Join Date
    Sep 2010
    Posts
    8


    I dont know if you actually wrote new stuff each time you posted or if you just copied and pasted. I really hope you did not write all of this text becasue if you did thats really really sad. get a job


  10. #90

    nonlethal said:I dont know if you actually wrote new stuff each time you posted or if you just copied and pasted. I really hope you did not write all of this text becasue if you did thats really really sad. get a job

    If you read it all then you would know that 99% of it is unique (and the other 1% was reitterated to add additional elaborations). Also look at the posting dates to see that its accumulated over several months of time.


    As for writing 'all' of it (apparent after you check) , as I said before a MMORPG is a big project and the new advanced features expand much further than what most MMORPGs have (to be able allow players to create stuff for the game). Explaining just the ideas of those features takes more than a little text.


    The Bioshock Rapture game content is also greatly expanded to fill in a 'world' for the MMORPG, which is much more than the little choreographed hike that we got in BS1/BS2. Alot of the text are mere ideas that show what such a world could grow to and all the avenues that would be available for the player experience. (And believe it or not I consider myself NOT having that much creativity, so just think what 1000+ players could make such a 'creation' MMORPG into).


    If you tire of text there are also included a few picture links to maps and diagrams that might be more amusing.


    Also dont think that I write each of the postings out in one sitting (in this tiny little msg editing box) like Nicholson in the Shining typing.... " All Work and No Play...."


  11. #91


    Bioshock Rapture MMORPG story telling mechanism : (Player Content Creation)


    Idea for the game to tap into player creativity (making use of existing tools and mechanisms) - associated stories the players can experience from the Rapture world - like the the Mark Meltzer story - how many other stories can the players create (or already exist as fan fiction) about the past happenings in Rapture?


    - Story outline would have to be proposed and pre-vetted (to meet the Canon and Lore requirements) before the player should procede. The final 'story' would also be vetted and critiqued by the community and submitted for the usual asset testing and finally passed by the company checking process.


    - Being largely independant of the game world (not really having effect on anything else) they dont face as many 'integration ' issues as trying to add a quest or a building block 'scene' that has alot of interactive components/props or 'auto-fitting' that needs to be tested thoroughly.


    - Rapture was a monumental undertaking and alot of activity in its 'Story' took place on the surface,

    ----- With Ryans organization carrying out the transport and building and finding the people to populate the city.

    ----- With various outsiders (including government institutions) trying to figure out what was going on with this mysterious project.

    ----- Dealings with the suppliers and smugglers who had contact before and after Rapture was built.

    ----- The events of the construction itself (people in the forums have expressed the wish to see Rapture' bfore it fell apart...)

    ----- All the interactions while Ryan/Lamb attempted to keep Rapture a secret (ships sunk, sitings made, etc)


    - Other subjects would be the formations of various factions/gangs and their interactions. Likewise various events related to the histories outline in BS1/BS2.


    Story Forms :


    - Turned into a multi part quest - the player has to research in the archives (no realistic tedium) and be led around to get the next pieces (possibly minor puzzles/clues to solve...). The pieces can be Accu-Vox recordings, paper documents, game locations, signs/graffiti on walls, witness dialogs, game items/props, (hints for the disinterested), etc... Following the trails should not be made hard, as the purpose is the telling of the story.


    - Narrative Sequence of Accu-Vox recordings (some mechanism would make the recordings permanant so other players cannot 'pickup the recorder'...). Unlike the linear games BS1/BS2 that steers you along the placements of the Accu-Vox, the player in the MMORPG would have to be clued to finding the additional recordings.


    - Staged 'play' using the 'choreographed' Scripting (stage direction scripting) that can be presented as a TV show or Play in a theater (or if voice only as a Radio program). Film recordings in the City Archive (a visual equivalent of the Diary Recordings) ... documentary form stuff, home movies, etc...


    - Flashback With NPCs acting out the story, the player can walk around the staged setting and watch. (some Flashbacks might allow player to take part).


    - Ghost stories played out in the game locations (or attached to items/props).


    - The stories can vary in complexity: from short single scenes to epic presentations like the entire Mark Meltzer story incorporating the 'There's Something in the Sea' materials and the visually playing out the events that happened IN Rapture (and on the Surface as well).


  12. #92


    Farming in Rapture :

    .

    .


    Farming History in Rapture:


    - Large number of farms were required to make Rapture 'Self-Sufficient'. Automation and mechanization would be used to improve the productivity of 'farmers'. 2% of the population (assume 40000) would be >800 farmers (and probably a higher percentage needed due to being less efficient than typical modern US yields).

    - City Recycling systems were closely tied to farm operations (fertilizer from sewage/seaweed, CO2 from city air and industrial output).

    - Outlying large farms near Rapture's Satelite communities (some specializing in farming and away from the 'distracting' city environment).

    - Farms ran thru the period of 'Chaos' - many kept producing foodstuffs, others just growing Wild, untended, many destroyed.

    - Ryan kept supporting the farmers as long as he could, as he knew that many Rapturians would soon starve without them.

    - Lamb put many of her mind-numbed subjects to work as farm laborers which counted for a large proportion of the popultaion because of the inefficiency of the collectivist style system (top down decision making and lack of individual incentive). ---- Lamb would have put to farmwork the people under her thumb - to keep the 'family' occupied. Forcing many people to work (likely many non-splicers) to make sure she and her controlling minions (Splicers) had plenty to eat.

    ---- When Lamb's regime ended, these farms probably still operated and by the time of the MMORPG yet exist - either under the thumb of other petty Splicer tyrants, or closed themselves off and have survived as long as their infrastructure held up.

    - More than a few Farms in the 'Wilds' are still operating feeding Splicer factions (mostly run by those who didnt splice too much or became less insane) - the humble potato is the most common crop... Players will run into more than a few 'farm' locations out there.

    - Many of the farming communities (non-Splicers) isolated themselves from the Civil War and from the predations of Lamb and other miscreants, with numerous independant farms still existing and producing food in all the many isolated/uncontrolled areas. These people would probably welcome reconnecting with the 'New' Rapture.

    - Many laborers are needed for food production, as any automation systems failed because noone could do the maintenance or knew how to run them properly - skill loss. The New City is working on bringing up the efficiency by repairing the machines and teaching the skills and offering incentives to Citizens to improve productivity and diversity of products.


    .


    Research Developments to adapt Farming to Rapture :


    - Ryan had his people scour the world looking for useable variations/hybrids of crops/animals.

    - Mechanization and automatic environment control (overcoming the ocean cold and darkness).

    - Accelerated growth plants that can use more nutrients and light and CO2 concentrations.

    - Later period - ADAM genetic mutations developed for dwarf, rapid growth, higher yields variations.

    - Advanced hydroponic techniques with lights, nutrient combinations, etc...

    .


    Basic Farming Styles/Mechanisms :


    - Dirt farming - easier to mechanize but limited growth surface - requires alot of 'acreage'. (ie- in caverns)

    - Hydroponic farming - much greater density of growing area (can be stacked and done in a building/factory environment)

    - Garden plots/windowboxes

    - Animal Husbandry - raising animals largely using the products of the plant farming methods.

    - Oxygen farming - Frankentrees and a few other specialized plants can be grown producing 'oxygen' which the City or an industry pays for.

    .


    Types :


    - Tree farm to produce wood, were geneticly altered for faster growth/production.

    - Frankentrees used to convert CO2 to O2 for city air system (byproduct wood pulp used for paper and other products)

    - Food Production - vegetables, fruits, grain

    - Pharmaceutical products

    ----- EVEplants

    - Fish farms - fish grown inside Rapture (versus Fisheries that catch fish outside in the sea). Why chase them thru the ocean when you can grow them at home.

    - Shellfish Farm - ie-Mussels

    - Seaweed farms - one of the mainstays of the city food production. More than a few useful products can be made from the many varieties (including fertilizers for farming).

    - Farm animals - rabbits, chickens, goats, mutant cows

    - Fiber crops for clothing, etc...

    - Mushrooms (no light requirement)

    - Decoratives (flowers, etc...)

    - Herbs

    - Feedplants for livestock (sometimes byproduct of other crops)

    - Parks are operated similarly to farms - similar requirements to maintain them.


    .


    Details about actual farming components :


    - Farm Location - large surface areas/volume required for mass farming techniques.

    - Insulation - need to maintain regular temperatures much higher than cold rock (which has temperature of nearby ocean water). Lowers heating requirements.

    - Lights - grow lights - arc-lamps as an alternative to bulbs - Sufficient artificial sunlight IS requiremed for greenery to grow. Constantly on lighting accelerate plant growth.

    - Air circulating fans and vents - movement of Air in Rapture - CO2 needed by farms - used air is circulated thru and renewed.

    - Fresh water. Because of the virtually closed system much of the water may be reused from local condensation.

    - Temperature control - heating/cooling/regulating/humidity for different crop type's optimal environments. Controlled climate allows year-round growing of crops.

    - Nutrients/fertilizer - Sewage processing into Fertilizer for the new farms, Fishgut fertilizer again to be collected.

    - Seeds - supplied by existing farms or gathered from wild sites inside city. Some seed storage facilities did exist from the Pre-Civil War days. Some new seeds may be brought in from the surface. The City Farming Exchange have many varieties of seeds available for new farming projects.

    - Hydroponics - Pumps, tanks, racks, tubing, valves, fluids, filters

    - Labor - some farming machinery is still operational/repairable, but alot of work is still done by hand.

    - Skills and training (scientific farming can boost yields by many times when done correctly)

    ----- Get assistance by Farming skill experts (as well as develop them yourself) ....botanical research....

    ----- The City offers skill training for this important resource

    - Cats for vermin control (a bunch of these no doubt survived at the isolated 'farms')

    - Bees and Earthworms both 'natural' components very useful to agriculture.

    - Mulch-piles/compost digestors - recycling farming waste (methane control is a safety concern) - might actually be a 'industry' to FARM Methane (used for fuels and industrial processes) ....

    - Pesticides - even with all the precautions, pests managed to get into Rapture and still require countermeasures.

    - Beware of using ADAM to mutate trees or you might wind up with something like those Unfriendly Apple Trees seen in of the Wizard of Oz.


    .


    Typical small Farmstead that fed Rapture :


    - The larger a rock cavern is, the more likely it will be structuraly unstable and require extra reinforcement. Smaller sized tunnels are generally more stable/self-supporting.

    - The greater the distance from a light the weaker the light intensity (and all these farms use artificial lights).

    - Solution - Farm's growing space in Tunnels - hydroponic methods used for the majority of farming. (though with all the space now available in 'the City', stripped out buildings can also be used).

    - Reflector surfaces can increase light intensity on growing surfaces (metal foils used on inside edge of 'insulation panels).

    - Heated by the same Geothermal sources which heats the rest of the city. Electric 'grow-lamps' mostly used (Fluorescent type UV lamps).

    - No special raw material resource needed for a 'farm' at a location (except solid rock) so most could be located close to the City. Convienent transportation is prefered.

    - Tunnels/Chambers can be stacked 3D, so can pack alot of growing space into a given volume.

    - Unoccupied High-rises can be used as 'farms' as long as the environment and utilities are stable.

    - Many Splicers have their little 'gardens' out in the 'Wild'. Various factions have larger ones.

    - Some 'dwarf' plants were selected and developed for easier use in this style of 'farming'.

    - Fertilizer nutrients from various sources (city sewage, chemical plants, seaweed mulch, etc...)

    - CO2 laden air routed from the City and sometimes simple industrial exhaust (thus clusters of farms around some outlying industrial sites). Some farms burn farm waste to produce CO2 if needed.

    - Automation, machinery and productivity. Hydroponics systems can be restored/salvaged/repaired.

    - Potatoes - which can grow in faily miserable conditions - HEY now the citizens of Rapture can have Fish-N-Chips to get thoroughly sick of. With hundreds or thousands of kinds of potatoes grown around the World, I could see some enterprising farmers sending away for many kinds (early days when imports of useful items were still being made) to see which ones grew best in the less than optimal environs of Rapture.


    .


    Minigame - Your Farm - setup and operate a farm to feed New Rapture (with something other than fish and seaweed) :


    - Farming mini-game for 'managing' a player run Farm (another mini-game would be for a farm 'job' quest)

    - The 'Farm' mini-game Ive mentioned elsewhere (Tablet interface compatible) would have a one-to-one representation in the game world (where those cute icons will represent rows of plants/machines/animals/etc.. in the game world.

    - Growing crops (farm games existed LOOONG before Farmville) to sell is the goal.

    - Tending animals (beware the mutant cows(now who was stupid to ....) and flamethrowing chickens, thieving Splicers...)

    ----- Grow crops to feed animals (grain = $ real meat = $$$$)

    ----- Finding new livestock - they didnt all freeze or starve to death when mainy areas fell into ruin

    ----- Fences (wandering animals damage crops and wind up on someone elses dinner plate)

    ----- Farmville never had cows that shoot lightning and fireballs out of their... who's bright idea was it to inject cows with Adam?

    ----- There always has to be a 'secret cow level'.

    - Progressive (long term) development of the farm (its not a single-sitting game) - manage your farm - keep it running.

    - Add (buy) more lights to improve growing environment, better controls, fancy watering rigs :

    ----- Get those electric hookups done for your proposed farm (the heat conduits and air vents too).

    ----- Electric Greenhouses take alot of lightbulbs - arc lamps, an old simple technology.

    ----- Hydroponics, for those who like laying pipe...

    - Landscaping materials would have to be brought in for 'dirt' farming:

    ----- Sea-bottom mud/sand is suitable for 'earth' to plant things in and fertilizers are already in production for farming.

    - Hire more NPCs to tend your crops (manage their activities and hire workers with needed/higher skills)

    - Add new crop types (get new seeds to grow a few plants, then with multiplying quantities to grow more for later crops)

    ----- Numerous plants of many varieties can still be found growing in places in 'the wild' as well as in the city.

    - Bring in/process fertilizer (mulched from the inedible seaweed/fishguts/sewage) to improve your farms soil.

    - Keep the vermin away (who try to eat your crops) - countermeasures cats/flybots/traps/shotgun.

    - Skills to develop to increase and expand your farms efficiency (decide to put resources into research to improve techniques). Grow more difficult/valuable crops...

    - Dirt-farm crop rotations (grow legumes to rebuild your soil - peanuts are popular).

    - Buy more equipment/machinery to expand and improve yields (mechanization - a machine can do the work of dozens of men).

    - Market your production (contracts with the City, brokers, booth at the 'Farmers Market' etc...)

    ----- Highest demand foods generate highest selling prices - picking your crops to match demand...

    ----- Fast crop turnover with the accelerated growth.

    - Bees - mutant and otherwise (some crops cannot be grown without them)

    - A small farm today can grow into a major operation - everyone wants food and 'better' food even more.

    - For those who dont like tedium (more than a few minutes attention a week), the player doesnt have to micromanange their farm, but wont get the full potential. NPCs can run your farm for you with 'average' results.

    - Building a 'Farm' is a civic achievement project (Prestige for your actively supporting the city).

    ----- Establish a productive Farm (increasing/diversifying city food supply, meeting the minimum size requirement)

    ----- "Achieved" after first adequate harvest (a fixed production quota - typical goal is feeding 20 other people)

    ----- Can be run by someone else later (not everyone is a 'farmer')

    ----- Important products other than food can be grown.

    ----- Farming can include aqua-farming (fish farms, coral, shellfish, seawead farming, seaslugs...)


    .


    Ceres Green :


    - The Central Farming District (near Arcadia) with its extensive underground (miles of tunnel/caverns) farms/vineyards.

    - The City is gradually restoring this half wrecked district to productivity.

    - Also is home of the primary 'Frankentree' Plantations used to recycle Rapture's Oxygen.

    - Numerous 'jobs' are available to players (and NPCs) who need the CASH or want to expand their farming skills.

    - Related industries are also located nearby - food processing plants, canneries, Produce distributers.


  13. #93
    Join Date
    Aug 2010
    Posts
    176

    bioshockenergy said:Anybody think a bioshock MMO would be a good idea and thoughts on how gameplay and mechanics would work?
    you need to stop smokin crack, bioshock mmo would be corny.




  14. Is anyone actually reading this because that is a lot to read.


  15. #95

    v3nd3tta said:

    bioshockenergy said:Anybody think a bioshock MMO would be a good idea and thoughts on how gameplay and mechanics would work?

    you need to stop smokin crack, bioshock mmo would be corny.

    I dont think they could do a third Solo game based on Rapture, and seriously would it be any cornier than WOW or LOTRO (and if you read more up there somewhere you might see new MMORPG features that would make it a very different MMORPG than any built yet).


  16. #96

    trugamer97 said:Is anyone actually reading this because that is a lot to read.

    Somebody keeps reading it (and has been to get to 1400+) cuz the read count keeps going up.


    But then most of this forum is pretty dead (even the Infinite section is slow and its 6 months away from release)


  17. #97
    Join Date
    Feb 2011
    Location
    Sweet Home Alabama
    Posts
    1,843

    trugamer97 said:Is anyone actually reading this

    Not really. Imageshack tracks the number of views when you post an imague without using a direct link. I clicked on one of the images posted in here from about a month ago and I had been the first one to view it.


  18. #98

    laforzadimente said:

    trugamer97 said:Is anyone actually reading this

    Not really. Imageshack tracks the number of views when you post an imague without using a direct link. I clicked on one of the images posted in here from about a month ago and I had been the first one to view it.

    I dont think I posted any images yet 'a month ago' ( i just checked and none of them were setup 'a month ago'. ) Besides most of the threads I posted have no diagram and I didnt have the pix setup to show without being clicked on or cut-n-past the linky)


    Funny thing is that this 'wall of text' is nothing compared to what a detailed description of the ideas and the technical details would be . Discussions of just the 'player created assets' feature in the game dev forums exceeded this threads volume.


  19. #99


    Bathysphere/subs/stations mechanism details:


    .


    Diagrams :


    Bathysphere - http://img819.imageshack.us/img819/3474/bathysphere.png


    MinSub - http://img19.imageshack.us/img19/718...athysphere.png


    Bathysphere Stations - http://img825.imageshack.us/img825/4...tionsmetro.png


    .


    - Bathyspheres are talked of like they were Automobiles (Accu-Vox by Prentis Mills(in BS2)) -- so there must (extrapolation) have been more (affordable) miniature subs in Rapture to qualify that talk (saw an add for a 'luxury' sub somewhere) -- and still the problem would be the facilities subs require (which are not that simple - not like a 'curbside' stop anywhere in a real city). It would be logical that the Subs are able to share the same 'Metro' docking systems as the Bathyspheres.


    - Bathyspheres have some limited maneuvering abilities (to facilitate docking at stations) but mainly use the moving cables to travel long distances along the the MetroWays (fixed paths more like cablecar routes) and thus can dedicate more of their volume to 'cargo'. They travel station to station (which we assume are all over the City for them to have been 'convienent')


    - The Bathysphere's "Grip" mechanism must engage the constantly moving cable and is designed with a 'clutch' system to grab onto a cable as it constantly moves at the main traveling rate (?? 20 35 mph ??) and allows gradual acceleration. The Bathyspheres have neutral buoyancy but still mass something like 28+ tons -- which means alot of force to suddenly jerk it into the travelling velocity. Hence the gradual friction engagement of the grip.

    - A second grip on a second parallel cable (uper/lower) would engage as a redundancy (transit system safety requires more Failsafes than most people realize). The second grip could 'partially grip, slipping on its built-in rollers with no friction (but still retain its being anchored to the cable).


    - The Bathyspheres do not/cannot 'float' on the surface high enough to clear that doorway (there is a reason real submarine have hatches that open upward from their decks). No mechanism would work as you would have to have ballast tanks equal in volume to most of the inside of the sphere to adjust the buoyancy enought to allow them to float with only 1/3 the volume in the water (and then later sink into the water completely). So the Bathysphere must be externally lifted high enough out of the water for boarding (either a crane from above or a lift deck underneath -- both robust enough to lift >28 tons of weight).


    - For convienence ('snappy service') the docking process should be fairly quick (clearing whatever safeguards needed for Pressure Safety -- double airlocks/etc...) Pressure equalization water-to-water doesnt require pumping water/air (just opening/closing doors) and then just a final lift out of the water. Airlock type adapters on that forward facing doorway could be used optionally (maybe at smaller 'private'/maintenance installations) but are usually more time consuming (with the required safety checks and the spacecraft-like 'docking approach', etc...)


    - Parking spaces would be provided at destinations for 'private' Bathyspheres and Submarines (public units could just be sent on a return trip or forwarded onto a next destination). Bathyspheres should sit flat on flat surface for when they are 'parked' out of the water (and sitting when on the 'lift').


    - Switching stations where the Bathysphere switches (engages/disengages) between different cables (to alternate destinations) has to be foolproof for both automatic and manual operations. They also have to be relatively simple to minimize maintenance. There would be guideways in the 'stations' while floating free (and decelerating) and changing directions and reengaging a different cable (along with options like passing thru on the original cable, etc...). The Rapture Lore says the Bathyspheres were largely 'automatic'. I suppose if we can have Flybots that mostly can fly about successfully, a similar mechanism could be used for the limited 'off the cable' maneuverings (once that technology is rebuilt for each Bathysphere). Lining up (maneuvering) to grab the correct cable is facilitated by guides and simple sensors - nothing a flybots insect brain couldnt process.


    - 4-Way intersections (2 lines crossing with switching between them freely) would get too elaborate and are better replaced by 2 "T" (3-way) intersections). Likely there would be a minium number of ANY remote 'switching' stations, rather switching between MetroWay cable paths would be mostly done at the large Metro stations where maintenance is simpler and the required mechanisms shared. The remote 'switches' would be mostly for Private 'Branch' lines would be costly and likely only be affordable by the Elite or by large companies. (dedicated branch lines can also be made with a single bi-directional cable to simplify the mechanism -- and be more like the old Skyway at Disneyland).


    - Ballast and trim tanks - the Bathysphere has to be able to adjust its weight to handle changes in cargo weight (like 8+ passengers) so requires ballast tanks to be variably filled with water/air to maintain the required neutral buoyancy. Trim tanks would adjust the weight distribution to maintain proper orientation. Both these systems would be external to the spherical passenger compartment (else it would take up too much of the 'cargo' space). Permanent ballast (lead/steel blocks below the deck) would adjust the mass to have neutral buoyancy at its empty weight (and ballast tanks all full of water).


    - The Cable needs to be large enough (cable diameter) for a good non-destructive friction grip , and be strong enough to tow multiples of the 28+ ton Bathyspheres around easily (or many at once in both directions). The cable should be light as possible so that its weight doesnt strain when it is thousand(s) of feet long. The material has to resist corrosion and be something produceable in 'self-sufficient' Rapture. Plastic wrapped steel wire cable would work. The Cable needs to be splicable for repairs and the initial forming of the continuous loop. Semi-Temporary 'joiners' would be used for fast repairs (simple enough for a Maintenance Daddy to employ) until a Cable Maintenance cycle could do the permanent reweaving or cable replacement (its likely many of the still operating/recently used cables have ALOT of temp joiners along their lengths as system maintenance was disrupted since 'Civil War' times.) Storage space for spare cables in the METRO stations - another part of the facilities required...


    - Problem - Bathyspheres are supposed to be 'fast' transit, and need to accelerate quickly (the bane of commuting systems everywhere) and the vehicle weighs something over 28 tons of mass. How do you get that mass moving without destroying the mechanism, and more important - stop it at the "end of the line"?? Solution Idea - a 2-speed dual cable system. 1 runs at full speed and second at half speed. Bathysphere Grip engages low speed first then switches to the second 'fast' cable (second Grip) to go up to full speed (the clutch in the grip allows varying friction to allow the change of speed when the cables are moving at a constant rate). The reverse would be done to decelerate - first engaging only the slow cable using the clutch as a brake and then finally slipping BOTH cables to let water resistance (that blunt front has to cause alot of water friction/resistance) slow the Bathysphere a good distance away from the 'stop' point (assisted by the maneuvering propellers for fine speed control). The dual-speed Cable System is still redundant (2 cables held onto) for safety -- either speed line can still get you to the destination if the other fails. If both fail, then neutral buoyancy allows rescue (it doesnt sink or rise to surface) and the onboard maneuvering propulsion may have more than enough range to slowly get to a safe destination. A few rescue units with airlock adapters and submaribnes to tow the Bathysphere to a station would be the final safety measures.


    .

    ---------------------------------

    .


    Stations :


    - Bathysphere stations are generally quite large (alot of facilities/mechanisms/equipment to make them operate -- you dont just wheel around the 28+ ton Bathyspheres or wave a wand to change the pressure from 1 atmosphere to 19+ atmospheres @ 600 ft depth). And all of it has to be done with safety and speed.

    ------ The large sliding airlock door mechanisms take up alot of space, along with the volume of the airlocks built to pass the 12-foot sized Bathysperes (which are actually alot bigger than 12x12x12 ...).

    ------ The cable drive mechanisms (like a SF Cable Car) and pumping units take up an appreciable space.

    ------ Likewise parking space for Subs/Bathyspheres adds additional space usage (plus overhead crane with acces to parking and all the 'lifts').

    ------ The usual passenger 'station' waiting/loading area, ticket booths, monumental decorations, etc...

    ------ Fortunately the Station is split-level with the lower 'water' level and the upper 'air' level.

    ------ Various maintenance and servicing facilities would be required.

    ------ Even outside the building, the 'guide cages' (which protect/direct the cable on/off transitions) stick out 60 feet (remember that first approach to the Welcome Center from the Lighthouse??).

    ------ Small single line (termination) stations still require the double airlocks the larger stations use (maybe not a dual in/out set that facilitates operating a busy station).


    - It is physically impossible for the Bathyspheres in Bioshock to raise high enough from the water by themselves (has to do with 'displacement' buoyancy and being able to submerge using ballast tanks and floating high enough to clear the door). So Hydraulic elevator Lifts in each 'bay' would raise the Bathyspheres/Subs up out of the water for convienent 'front' loading (as seen in the BS1/BS2 game). The overhead crane can lift and move each (28+ ton) vehicle to a 'parking spot' when needed.


    - Larger stations that handle multiple routes have more irregular shapes -- dependant on the cable route directions. They can share airlocks sets between several routes and all feed in to the loading bays. Speed is the essence for a 'transit' system, and getting the passengers moving is all important. Combined route stations make for more convienence (with less walking) than the single destination 'Metro' stations we saw in BS1.


    - Working Destination & Schedule Boards -- yet another detail to implement for the MMORPG.


    - An interesting phenomenon with fish being attracted to lights (and bigger fish to the smaller fish) -- how to keep the sealife out of the Airlocks and 'Water Level' of the Metro stations. In BS1/BS2 we actually could have seen Splicers fishing in the Metro station pools.


    .

    ----------

    .


    Min-Subs :


    - Airlock docking (docking at an airlock while sumberged) is a slower alternate option (docking and clamping). All Bathyspheres can use the Mark 2 passenger door sized Open Airlocks (a useful 'rescue' system). This option is usually used for maintenance and other numerous locations where the much smaller Airlock units will fit and normal passenger trafic doesnt go.


    - The 9-Foot Mini-Sub (seen in BS2 hanging outside near Journey to the Surface) uses the older Mark 1 Open Airlocks.

    ------ They were used extensively in Rapture's construction and doubled as control 'cabs' for the various City construction equiptment (somebody had to haul those millions of tons of concrete and rock filler and pre-built building components around).

    ------ No doubt they also were used for/controlled fishing rigs to tow and manage fisnets and catch transfers.

    ------ The Mini-Subs can also enter the Metro Stations, as can the 12-foot 'normal' subs (larger subs use the docks at 'Port of Rapture' and at Neptunes Bounty and various private docks).


    - Sub seen in Smugglers Den/Hideout - should have a much smaller propeller and second contra-rotating propeller to keep that small sub from rotating/corkscrewing by a single propellers action (you can see all its details if you use the cheats ghost/fly).


    ---------------

    .


    Some of the diagrams show simplified iconic graphics of various Rapture elements which would be similar (pixel sprites) to what you would see in the 'retro' styled Tablet/Palmtop Mini-Games (including Quest/Mission based activities that introduce the player (if they wish) to the basic operations of the City infrastructure).


  20. #100
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    watchman said:I dont think I posted any images yet 'a month ago' ( i just checked and none of them were setup 'a month ago'. )

    I'm looking at 3 posts of yours, one on Apr 9 and two on Apr 11 with links to Imageshack. I made that post on the May 7 so yeah about 'a month ago'. *shrug*


  21. #101

    laforzadimente said:

    watchman said:I dont think I posted any images yet 'a month ago' ( i just checked and none of them were setup 'a month ago'. )

    I'm looking at 3 posts of yours, one on Apr 9 and two on Apr 11 with links to Imageshack. I made that post on the May 7 so yeah about 'a month ago'. *shrug*

    Well, the image links are imbedded in the 'wall of text' and probably arent even being seen by those who tuned out after the first 10000 words. . I suppose some webbots might be scanning these forums to account for some of the 1500+ 'views' against the thread (tho shouldnt more of the longer running thread have counts that large?). I dont doubt that most people these days havent the attention span to read stuff like this (even if they are interested) and others dont understand alot of it anyway (I could be posting detailed AI stuff that could bore the paint off of walls, and they would understand that even less - I save that for the game dev forums).


    But again, MMORPGs are complex subjects and reading content ideas for them nowhere near as fun as playing them. The volume of the idea Ive been listing show how much there is to work with in the 'Rapture' genre. Its a fun thought experiment (and gives me a reason to go back into the solo games to look at details) . I dont hold any serious hope that the game companies are going to change their course in the way their MMORPGs work for a long time -- too bad for the players.


  22. #102
    Corrected the "Emergency Access" map from Medical Center in BS1 :

    http://img854.imageshack.us/img854/4...encyaccess.jpg

    The original map made no sense when compared to the Austen Bathysphere Map not even as a symbolic map.

    Map is 'non-civilian' paths used by security personel to many significant locations in Rapture.


    Something like this would be used as part of a 'security' mini-game/quest/mission (the Constables are New Rapture's "first line of defense" against the chaos beyond the border.)

  23. #103
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    Quote Originally Posted by watchman View Post
    I see alot less potential for a Infinite sequel, so they might as well start thinking about going back to Rapture as a MMORPG.
    Why not just more original, self-contained BioShock titles, instead of sequels?

  24. #104
    Quote Originally Posted by ragingmudcrab View Post
    Why not just more original, self-contained BioShock titles, instead of sequels?
    There is a seperate thread talking about Bioshock 'on the moon' (or possibly a space station') that would use the 50s/ early 60s space-race period theme stuff (another nostalgic era) and back to the 'bioshock' (sci-fi-ish) genre.

  25. #105
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    Quote Originally Posted by watchman View Post
    There is a seperate thread talking about Bioshock 'on the moon' (or possibly a space station') that would use the 50s/ early 60s space-race period theme stuff (another nostalgic era) and back to the 'bioshock' (sci-fi-ish) genre.
    Yeah, noticed that. Didn't exactly answer my question though, so why is there more potential for an MMO than for another spin-off type of sequel?

  26. #106
    Quote Originally Posted by ragingmudcrab View Post
    Yeah, noticed that. Didn't exactly answer my question though, so why is there more potential for an MMO than for another spin-off type of sequel?
    For Rapture it would be hard to come up with something that wasnt getting repetative after 2 solo games (and hard to get a plot twist -- I suppose they could bring Ryan back from the dead, but then what else would they have...). An MMORPG would be a whole different type of game for that situation (especially with some of the features mentioned in the MMORPG thread).

    For Infinite I dont see it going anywhere beyond the current game (already exhausted because of its limitations unless they try to milk it and that would be extremely repetative -- and I wouldnt count MP as a sequel/spin-off). I also personally dont even count Infinite as a 'bioshock' genre game from what Ive seen so far, as its too far into fantasy (and they are banking on the name recognition).

    For some other new location it would have to have the Bioshock genre (strong sci-fi) elements (and as Ive said already the moon/spacestation 50s theme could work for that - a whole nuther interesting sci-fi nostalgia theme).

  27. #107
    Fontaine's Fishing and Smuggling Operation :
    .
    .

    - Neptunes Bounty (Port Neptune) :

    ------ Home to a fleet of dozens of fishing submarines, many which had sufficient range to reach far distances from Rapture to catch large quantities of fish.
    ------ Large Airlocks (Sea Locks) allowed subs to enter and match pressure with Rapture's one Atmosphere environment.
    ------ A 'ship' tunnel (half water filled) connects the Sea Locks to various Docks (which were built as a shallow simulated waterfront) and facilities (for Refueling and Repair) around Port Neptune.
    ------ Fish were transfered to holding pens/tanks to wait for processing and storage.
    ------ Other commercial operations were also located nearby (Sinclair Scrap, a Seaweed Processing Company, etc..)
    ------ Neptunes Bounty (originally having many smaller fishing companies) was eventually completely controlled by Fontaine (via criminal coersion and/or buying out of competitors and taking them over).

    .
    - The Fishery Submariness used for Smuggling :

    ------ Fishing subs were constantly coming and going from Port Neptunes, which made the subs involved in the smuggling hard to trace.
    ------ They met the smuggler boats at a distance from Rapture to avoid the monitoring stations at the Lighthouse.
    ------ Coersion (including murder) was used to maintain secrecy by Fontaine as well as to hold workers in thrall for low pay.
    ------ "Fontaine's Mini-sub ... topside twice a week" -- had not enough capacity for the quantities of smuggled goods we saw in BS1. The larger Fishing Subs were used in the expanded operation and could go meet the periodic arrival of a freighter and carry down the contraband loads quickly (and let the freighter slip away before Ryans patrols noticed it).

    .
    - Smugglers Hideout/Cave :

    ------ If you look at Smugglers Hideout in BS1 you will see alot of infrastructure was 'secretly' constructed to facilitate the major smuggling operation (making it kind of hard to justify why Ryan's men couldnt find this place long before Fontaine got his Splicer Army).
    ------ An unmarked/obscured side passage off the Neptunes Bounty 'ship' tunnel, led to a secret submarine dock where untold tons of contraband were transfered.
    ------ The caverns had sufficient Storage space for large quantities of smuggled goods that would be gradually sold on to the black market. The smugglers also stole large quantities of alcohol from the Rapture Port Authority(????). Stolen goods were also warehoused for later distribution.
    ------ Funny thing was seeing a Pneumo box in the Hideout - the smuggling operation was so well organized that they even had Pneumo access for their 'convenience'. This also demonstrated the things that Fontaine could get done either with bribes or threats.


    .
    - The Operation :

    ------ What would the smugglers get in return?? What would THEY be interested in ??? Gold and other 'valuables' produced by Fontaine's other criminal activities ???? What other 'stuff' did Fontaine trade with the surface ? Did his labs also produce powerful 'recreational' drugs to be traded for?
    ------ Because of the complication of the smuggling operation, Fontaine would have eventually used his own men ("cut out the middleman"...) in the surface boats (the original Fishing Fleet he stole) to obtain the smuggled goods wholesale (and STILL would have to use something to buy that contraband with) or via robberies and pirating.

    .
    - The 'Secret Tram' to Arcadia :

    ----- Smugglers Hideout is nowhere near Arcadia (according to the Austen Bathysphere map), though in BS1 you walk thru a tunnel and you are there.
    ----- Thus Fontaine built and used a mile long utility tram tunnel to transport contraband direct to Arcadia - a good central location in Rapture and which offered nice secluded spots for clandestine transactions for smuggled goods.
    ----- A small 'lost' tunnel-boring machine was used to construct the passage thru the bedrock between Smugglers Hideout and Arcadia. The tunnel was laid with the standard prefabricated tram track to make the transport task easy. The electric 'locomotives' and cars (also stolen) would make transporting the huge amounts of blackmarket goods very simple.
    ----- Proximity to Farmers Market and the adjacent farming establishments allowed many goods to be concealed and 'mixed in'.
    ----- In the MMORPG times, the 'secret' tunnel is still there and is being repaired/upgraded to facilitate movement of farm produce from the Arcadia/Ceres Green area to New Rapture.

    .
    - The Shoot Out :

    ------ Ryan's security men repeated attempted to try to catch Fontaine's smugglers committing their crime, but had no success because of bribery of the City's Constables and unwillingness (or deaths) of potential witnesses.
    ------ Ryan's security raided Fontaine's operations to try to prove the smuggling but Fontaine was tipped off and a major battle erupted where Ryan's forces faced large numbers of Splicers.
    ------ Fontaine faked his death with a 'look-alike' dressed in his clothing and accessories, and made sure the face/body was obliterated/burned beyond recongnition.
    ------ Ryan seized control of the Fisheries (as well as Fontaine Futuristics and other companies Fontaine had controlled) and discovered and shut down the Smugglers Hideout operation.
    ----- Ryan attempted to use the incidents at Smugglers Hideout and Fontaine's elimination as proof of the threat and his 'protectiong Rapture' from the Surface. Unfortunately the strong measures needed (and rather odd decisions by Ryan) gave ammunition to the newly emerged Atlas's propaganda. The Kashmir Incident then brought Civil War to Rapture.
    ------ By the time of Jacks' arrival, Fontaine's lack of resources (and dwindling ADAM supplies) were crippling his forces and Ryan had gained the upperhand after building a Splicer army of his own.

    .
    - The NEW Smugglers Hideout (Atlas/Fontaine's Second Smuggling Site) :

    ------ When he was planning his change of identity, when Ryan was closing in on his Smuggling operation, Fontaine not only arranged his fake death but also created a replacement smuggling operation elsewhere. He transplanted the best half of his smuggling submarines/equipment as well as the more valueable/useful contraband.
    ------ A new very similar operation would have been run, with hidden connections to Atlas's base of operations (Hestia/Apollo Square area).
    ------ Another 'secret' Submarine Dock would have been built to keep the smuggling operation going. No longer near the Fishing fleet operations, some other ruse would be needed to escape detection.
    ------ Likely another tunnel was built - maybe a network of them, which would also double to safely move Atlas's forces around despite Ryan's drasticly increased security measures. Likely there would be many connection to 'out of view' points in the 'undercity' allowing Atlas to suddenly appear somewhere and then conveniently escape.
    ------ Atlas used his transplanted (new) smuggler operation to bring in weapons, supplies and ammunition to facilitate his revolution. Some of the supplies were used as bribes to convince Rapture's underclass to side with Atlas (and many to join his 'army')
    ------ With dwindling resources, Atlas probably had less and less 'loot' to pawn on the Surface and likely would have relied more and more on outright piracy to gain supplies.
    ------ A bunch of Fontaine's henchmen continued to use this facility after his demise and continued supporting themselves by pirating surface ships and extorting other factions (being paid to not interfere with fishing operations). They were another faction that Lamb failed to control. The New Rapture is trying to end this groups predations, particularly because of the outside (Surface World) attention their activities continue to bring to Rapture.

  28. #108
    Jet Postal 'Pneumo' System
    .
    .

    Diagram - http://img853.imageshack.us/img853/3256/pneumo.png

    ...................(look at all that stuff the pneumos system need to operate in Rapture ....)

    .
    .

    How a pneumo system works - basic mechanism is an object propelled by a stream of air in one direction in a pipe(line).

    Unfortunately the actual item (letter or can of food) flying along thru a tube doesnt quite work in the real world. A capsule container that fits closely inside the line/pipe/tube is needed for the air flow to properly carry it the distance.

    The tubes usually travel point to point, and a more complicated machine is needed to change between tubes to be able to 'route' to differing destination. To be 'automatic' a mechanism is required that can 'label' a shipment to guide the routing logic (where to send the shipment...). By shifting the airflow, the same tube can be used to move objects in both directions.

    Within a short time of its functioning (Ryan Industries installed the Pneumo system in 1956), the Pneumo was integrated with the Rapture Mail Service. A combination system allows Manual delivery - mail sent to post office for routing and delivery at mailboxes by postman.
    - Normal mailbox service - local deliveries - batches of mail sent to postman who makes hand delivery to local ordinary mailboxes. Mailman Bundles are commonly distributed via the Jet Postal (as are letters the Postman picks up).

    .

    Cost - the system was simple enough that the machinery required were not expensive and the maintenance was low. This allowed operating at a profit with reasonably low mailing charge. Additional charges are made for extended service.
    Moving mail/small packages using the Pneumo was very convenient, so was used with great frequency, which brought several expansions of the system.
    - A Coin slot for mailing charges (sending/receiving and optional service). The Pneumo Box wont open until you pay (helps prevent people using them as garbage cans).
    - Mailing Tokens - standard 'letter' postage that the JetPostal system 'pneumo tubes' accept in their coin slot. Stamps are also accepted for 'manually' processed mail (mail sent to 'POST-OFFICE').
    - A built-in weight scale adjusts mailing charges for each shipment (if over the standard 'letter' weight). System will 'reject' if load is overweight.

    Cargo size limits - (maximum size - 14x14x20 and weight limit ~ 20 lb). There is a rejection/ejection mechanism for loads that exceed the limits (and dimensionally if the capsule door wont close.

    .

    Addressing system :
    - Dial entry (like a telephone 6 digit) Postal Code (which includes all mailboxes in Rapture and all the Satellite sites/communities). The numbering system includes a letter abbreviations for areas of Rapture in which each tube/mailbox is located. A magnetic tag is programmed into the capsule which is used by the system to direct and route to the destination.
    - Many units had a built-in phone 'intercomm' for a customer directory service - an operator would look up a person/place in a directory and apply the correct code for the transfer (this would require an additional charge).
    - Dialing a 'Receive' code for a postbox - pneumo postboxes can be used for receiving mail as well as sending it (if the customer has paid for that service). Prearrangement would be made tro 'hold' mail so that it could be 'forwarded' on demand.

    Auto Sorting of mail - small loads (like individual letters) are consolidated at Substations automatically for forwarding long distance

    Auto-sorting PO Boxes - a bank of mailboxes that the Pneumo delivers to and sorts incoming mail into the correct mailbox slot. (Customer has to come to the PO BOX to pickup their mail).

    .

    Typical Pneumo Tube usage sequence :
    - Press the MAILING button,
    - Put in first coin, empty capsule arrives (if not already present),
    - User opens door and fills compartment (capsule), an Indicator shows weight.
    - User Closes door.
    - User dials in the destination number (6-digits) or presses POSTOFFICE button for manual processing.
    - The remaining Charge is shown and user puts in any balance of coins.
    - User presses GO button and the mailing is jetting on its way.

    .

    Installations :

    - Local Office - a mechanical (automatic) instalation - a group of Pneumo Tube each send direct to their nearby 'Local Office'
    ------ Individual Pneumo Boxes are each connected by a single 2-way line into a Pneumo Local Office, where the more complicated routing system is shared between numerous 'tube' mailboxes in an area. From there, the address tag is read and the Local Office routes the capsule appropriately (to another Local Office or to a central Substation).

    - Jet Postal Substation - manned Postal station that processes manual mail(sorting), and has PO Boxes and other functions requiring a human. Serves as hub for transfer tubes, centralized air compressors and additional auto-routing control and monitoring equipment. There is at least one Substation per 'Plaza' hub.

    - Jet Postal Central - Administration, billing, directory service, and complaint department, overflow handling.

    - Lost-n-Found Warehouse - periodically a magnetic tag fails and there is no return address on the shipment. Some very interesting and sometimes embarassing items have accumulated at the City's Jet Postal Lost-n-Found department.

    -------

    As with so many other things, people dont realize of how complex/large the whole mechanism is required to make a communication service actually work. All they see is the Pneumo-box or the Mailboxes and/or a counter at a Post office.
    Equipment :

    - 'Pneumo Tube' Post boxes - the mailing machines the public deals with.

    - Capsules - designed to efficiently travel thru the tubes without jamming/gumming and to protect the cargo while making the high speed transits (hitting 100mph for long ranged transfers). Capsules have a simple magnetic tag used for automatic routings.

    - Piping - the 'lines' :
    ------ The sending end increases its air pressure and the receiving end introduces a vaccuum. The capsule's seals make a near airtight fit which allows the force of the air to efficiently move the capsule to the other end. A slow spin is induced on the capsule to prevent uneven wear of the seals.
    ------ Note the size of the 'line' tubes in the diagram - illustrates some of the 'stuff under the floors' that people dont realize about Raptures construction (or that of any modern city).
    ------ Line Pipe is a standard 1/2 inch thick steel tubing (long distance lines may use a stronger 1 inch thick steel - they may pass thru 'open ocean' with its crushing 280+ psi pressure).
    ------ The Pneumo line Pipes were made with removable liners (inside the permanent structural pipe), which could be easily extracted/replaced via accessible access points. This guaranteed a fully sealed and smooth passage and eliminated costly/difficult repairs for worn pipes.
    ------ 'Local' Lines run between the Pneumo 'Tube' machines to a Local Office. They are at most a few hundred feet long.
    ------ 'Transfer' Lines run between Local Office to Substations or direct routes to other Local Offices. They could be a thousand feet long and often ran in a large loop.
    ------ 'Trunk' Lines run long distance between Substations (generally one per 'Plaza' cluster) that can be miles apart. These require higher pressures (and had more pipe volume because of their length to handle). The capsules move through them at much higher speeds. For the longest trunks out to distant communities and industrial sites, repeater stations were used to push the mail capsules the required distance.
    ------ As a single line tube can only handle traffic in one direction at a time, heavy traffic routes have a line in each direction. Low-traffic lines can use a single tube in which the flow direction is reversed at need. (the two endpoints signal each other electricly as to which one wants to 'send').

    - Compressors, Air & Vacuum pumps, Air Reservoirs - drive the capsules thru the lines/pipes by pressure differential. Air dryers to control moisture that can cause icing problems when large amounts of compressed air used. Vacuum Compensation chambers absorb the air impulse sent in along various 'lines' (more controlled valves and exhaust paths... tubes everywhere ...).

    - Control :
    ------ Line pressure doors (sliding plates) that allow local airflow to precisely control a capsules movement into and out of the various machinery and queueing tubes.
    ------ LOTS of electrically controlled air valves (much of the machinery is pneumatically actuated and relay logic controlled).
    ------ LOTS of air pressure sensors and 'feeler' mechanical contacts to act as sensors for the system logic.
    ------ Communication lines between the various machines used to signal send/receive/status commands. The mechanisms were designed to use simple logic that did not require any fancy electronics and could if needed be controlled remotely by an operator. Audit tapes(paper) can record the address and movement signals of mail traffic.
    ------ Routing address system - Magnetic Readers and Writers used for the addressing logic (Magnetic Tags on the Capsules), routing control logic and mechanism
    ------ Auto-routers that make decisions for smart redundant pathing, load leveling, and failure adaption (manually programmed alternates). Alot was based on phone system logic.

    - Sorting :
    ------ Sorting machines - addressed mail loads are dumped appropriately into sort bins, PO Boxes, forwarding Capsules.
    ------ Sorting bins - Manual (Capsule's mail get auto-dumped into a bin) or Automatic content sifted into PO Box)
    ------ Station PO Boxes (for customers who prefer a seperate destination for mail).
    ------ Holding Buffers - used for 'On-Request' deliveries (user dials their ID and a mailing held in the central buffers is sent to the mailbox/Pneumo Tube the customer is at). Similar to an 'indexing dry cleaning storage rack' that can cycle insert/retrieve from a continuous chain. Overflow could be handled by a central buffer located at the 'Central' office.

    - 'Empty' pneumo capsules 'Ammunition' magazines (located at the Local Offices, Substations and Central site). 'Empty capsules were kept handy so busy customers do not have to wait for their shipment to be sent off. Automatic Logic keeps a supply of 'empties' local and sends for more before they get depleted.

    - Ordinary mailboxes which mailings can be manually delivered to (and picked-up from).

    - Pressure Seal for the Pneumo 'lines' at Bulkheads :
    ------ When a section of Rapture gets a pressure increase (major leak) it trips the automatic seals, and its bulkhead pressure seals close (passageways, ventilation, pneumo tubes all get closed off together -- electric power and water do not and some 'hardened' utility 'mains' have their own independant seals).
    ------ A small automatic door closes off the pneumo line pipes that pass thru the bulkhead (with the usual failsafe' double door mechanism that will seal even if a capsule blocks one of the doors). The 'simple' failsafe pressure seals are designed to require manual reopening once the problem is solved - closing/sealing reliably is the greatest concern.

    - Isolation Valves - large pipe valves used to isolate line sections that have air leaks (and act as backups to Bulkhead seals). These can be remotely controlled.

    - Substation components are modular allowing different combinations of equipment to meet the traffic and usage patterns of the location. Numbers of Trunk lines and area Local Offices varied as did the needs for Empty storage, On-Request Buffering, PO-Boxes, etc... Local Offices were more standardized, and if needed multiples were placed to handle larger numbers of Pneumo 'Tubes' deployed.

    ------

    Redundancy on System Failure :
    - A red light on the Pneumo Box would indicate that that Box was not operable.
    - Busy areas had nearby Pneumo Boxes alternate between 2 (sometimes 3) different Local Offices, so that if there was a major failure, a nearby box was likely to still be working.
    - Local Offices have more than one connected transfer line so that it can continue to operate if one is broken.
    - Hand sorting can be done if an Auto-router is broken (and the auto-router is double redundant itself)
    - Manual delivery via manned stations can be done if a local system is completely broken (fallback to the system used before Jet Postal was available).
    - The system had automatic failure reporting to speed improve repair time and keep the system available to customers.
    - Failing long distance Trunk lines often have a second or even third parallel line. Trunk Single-line failures can be routed around via other trunks to other destinations (a Substation has trunk lines running to multiple 'adjacent' hubs - never less than 3).

    .
    The pneumo lines can be used to circulate air in an emergency when the primary air ventilation system (and its backups) have failed. Several locations in the 'ruins' are currently (MMORPG time) getting all of their fresh air this way.

    .

    Security - The Pneumo 'Tube' machine can have an optional 'hidden' camera that could be used in 'problem' locations where the Jet Postal was being used for illegal activities or suffered continuing vandalism. Plans to install gun turrets were never seriously considered, though hack/tampering 'shock' boobytraps and alarms were often installed.

    .

    More than a few companies purchased Pneumo equiptment and ran their own in-house mailing system, which was convenient for transfering paperwork and small items within an office building or manufacturing company. Some private systems even had long-distance 'transfer' lines running between buidings and even to private residences. The Jet Postal company could be contracted to maintain the systems as an option.

    A larger package-sized Pneumo system was being tested around the time of the start of the Civil War and was then never completed. The system would likely have only run between Substations due to the cost of laying down the much larger pipes the package-sized lines used. It was also thought that there would be too much competition from the existing Freight companies and the planned 'package-size' was too limiting.

    .
    Note - Pneumo Tube seen in the Smugglers Hideout in BS1 -- how much contraband was simply 'mailed' to the smuggler's customers ???.

    .
    Later Pneumo Tube machines had a built-in system to forward the collected coins/tokens on to Jet Postal Administration (and to be tallied with recorded shipments). This cut down the frequency (and expense) of manual servicing and removed some temptation for hacking/vandalism-theft.

    .

    McClendon Robotics was contracted by Ryan to see if they could make a mini Security FlyBot which could fold to fit in the standard 14x14x20 Pneumo Capsule. Being able to quickly deploy Security Bots from Pneumo Tubes located throughout the City would be very useful. It is not known what the project achieved, or if it was even feasible (it may have been decided to wait for the larger 'package' Pneumo system). Inability to carry a sufficiently large gun or flamethrower may have been the issue.

    .

    After 'the fall' of Rapture we probably should have seen alot of Pneumo Capsules being used as containers all over the city (handy size, close airtight, lightweight, strong, lots of them). I was never really sure what those half-leather covered 'crates' we found so many of were supposed to originally be for.

    .
    Was anybody else ever reminded of Daleks when you first saw the Pneumo Tubes ???

  29. #109
    The trains - Atlantic Express - the backbone of Rapture, and the Trolley system - the arteries:
    ------------------------------------------------------------------------------------------------------------------------------------------------

    Train Diagram - http://img88.imageshack.us/img88/754...zinrapture.png

    Trolley Diagram - http://img59.imageshack.us/img59/8859/trolleysystem.png

    Blueprint_extraction - Freight Loco/boxcar - http://img201.imageshack.us/img201/5158/aeloco3.png

    .

    Trains to Planes :

    Prentis Mill was being forced to sell out his Atlantic Express passenger service because the Metro Transit (Austen and other companies had outcompeted him with the more flexible/extensive Trolley and Bathysphere systems). The Freight system continued ( a reason why it was still working 8 years later to be used in BS2 ...) but the cost of passenger operations made them unprofitable (insufficient passengers, inflexible destinations, maintaining all the extra equipment/facilities required for Rush Hour crowds). The same things happened to US passenger train operations in the 50s (replaced by bus, planes and automobiles) and commuter lines have NEVER been profitable anywhere - always subsidized (which was a no-no in Rapture. The only reason the Trolleys are profitable is because of a combined freight delivery service). The Bathysphere system was more a 'prestige' operation and was suported by the charges for private submarines using the same facilities.

    Atlantic Express did keep running:

    - A removed Public Service Announcement from BS2 game directed civilians to use the Atlantic Express due to Ryan's genetic lockdown of Bathyspheres throughout the city. "Rapture Metro regrets to inform you all bathysphere travel is currently restricted. Please use The Atlantic Express until further notice." This would explain why the train system is functional, despite its 'buyout'.
    - Note - that says 'Bathyspheres' instead of Trolleys (I would assume those trolleys we saw in BS2 went further than the 300 feet paths portrayed).
    - The Atlantic Express was heavily used for freight traffic and when the Metro took over much of the passenger service the profitable freight part of the AE operation remained (again like US railroads).
    - Unfortunately, lack of maintenance on the AE system after Ryan's demise started to take its toll and eventually many routes no longer functioned.

    .

    Trolley Trucks :

    - There was no equivalent in Rapture to trucks (or even wagons) that make most real cities work (movement of bulk quantities of goods to specific locations).

    - A logical alternative was using the extensive Trolley system for local freight deliveries of all kinds (including transfers from The Atlantic Express system). Add freight docks at the Plaza hubs or even in building complexes (include forklifts and conveyor belt systems.

    - Alot of this 'freight' is not quite curb-to-curb service, but much better than the Bathyspheres -- which are near as limited as the AE system (requiring hand carrying from the Metro stations - I suppose there could also be some 'freight' Bathysphere docks, but that whole system is still too inflexible for this use and the shear volume of freight the city required).

    - Freight-only Trolley cars run almost as frequently as the passenger version (and more frequently at night when passenger traffic is lighter).. Freight cars (pulled by Trolley engines) get parked at spur (siding) tracks at destinations for loading/unloading. Raptures 20000+ citizens required a continuous flow of consumables and other merchandise, which requires daily distribution (moving that all that thru those Bathysphere Metro stations is ludicrous when you consider it).

    .

    Different Atlantic Express lines :

    - The scene ouside of Paupers Drop and AE Depot belongs to a much larger system than that small/limited Map seen in BS2. So that represents only a fraction of the entire AE system. The map highlighted only that one route.

    - The "Short Line" (AE Depot to The Abyss) seen in BS2 used the smaller Mk-1 cars/track built in the earliest days to facilitate the City's construction. - Mk-1 equipment was superceded by the larger capacity Mk-2 cars, running thru the expanded population and industrial centers of the City. Even the extensive Mk-2 system was not sufficiently flexible for passenger traffic needs and was replaced with the Metro Trolley Lines.

    - Mk-1s built in the early days had been relegated to minor 'low traffic' lines going thru 'lesser' destinations -- like the one we rode going thru Ryan Amusements, Paupers Drop, Dionysus Park (which had been something else before conversion to Lamb's hoity-toity art establishment...), thru Fontaine Futuristics, and terminating at the Abyss Lookout.

    - The Mk-2 track support girder system was designed after it was found that the concrete structures used for much of the Mk-1 lines could not stand up to increasing freight loads. The new MK-2 girder system could be repaired piecemeal quickly and were stronger and responded much more flexibly to vibrarions and stress. The more heavily travels routes had their track supports switched to the new system as were all further track extensions. Some Mk-1 equipment was sold to a few of the later built satellite communities.

    - "Line 47 - South East Branch" (sign seen in the AE station at Fontaine Futuristics in BS2) :
    The Line indicated on the AE Map is not actually to Persephone (which is adjacent to Fontaine Futuristics), instead runs down to a site that processed the unusual materials brought up from the Abysss (using a water elevator system to access the great depths).

    - Grand Central Station is at the Atlantic Express Depot (was called 'Grand Central' on Passenger Schedules and maps before the takeover). The trains out of Rapture to all the support communities and industrial sites (Ryanville, Progresston, Prosperity, etc..) originated here. The largely unused state we saw in BS2 (you can see a closed-off portal "To All Tracks") was years after the Metro took over and the Atlantic Express passenger service was firt shutdown. Later with the Bathysphere lockdown, some passenger routes were reactivated (many the Trolleys didnt service). A majority of routes eventually fell into disrepair, especially those outside of Lamb's reach.

    .

    Blueprint of the 'Atlantic Express' units (seen in the workshops of the AE Depot) :

    - http://images.wikia.com/bioshock/ima...rint_Train.jpg
    - Are of something NOT the AE traincars you use in BS2 - does not match the type Delta uses - has no window looking out the front, has different headlights (Looks like the unit shown on one of the AE advertisements ---- http://www.game-archivist.com/raptur...test_Way_1.jpg ).
    - The blueprint shows the unit's engine being where the operator's cabin is in the game. The arrangement looks like some kind of freight 'locomotive' type which would be used to pull freightcars on the track system (or maybe long distance trains of passenger cars).
    - The Unit would be loaded with batteries (for extended operating range) in the midsection with a operator cab in the middle or rear end.

    .

    Issue of 'charging batteries' :

    - Powering the AE 'trains' by burning fuel might be used (compressed oxygen as well a liquid fuel), though venting the exhaust gas to the Ocean at 280+psi would be a significant problem. Burning hydrolysis generated hydrogen (burns and byproduct is water vapor) could work but hydrogen is bulky and doesnt have alot of BTUs for the gas volume.

    - Any kind of compressed/liquid gas (using gas expansion and 'air-motors') would face the same venting into sea pressure inefficiencies. Really big really high pressure tanks needed to overcome teh exhaust problem - tanks need filling which with high pressures means hazards and extra maintenance.

    - Battery Power - Large banks of batteries (under the floor for the passenger cars and making up much of the volume of a 'locomotive') could work (particularly since the mass of the vehicle has to be over its displacement). Charging them constantly would have to be done (automatic charging pads/rails on the station track, so as not to require manual and constant 'plugging-in' of charging cables). Keeping that mechanism dry and clean and handling the constant submerging in salt water would have to be made to work. 'Pick-up' shoes that engage in-station charging rails would be simplest.

    - Rejected ideas :
    ------ Atomic power units - we'll save those for the "Bioshock 5 - On the Moon" game.
    ------ Wound up Giant Rubber bands -- who does the winding ? Actually using ultra-high RPM gyroscopic energy storage was proposed like 15-20 years ago for things like buses, but those things are like bombs (kinetic energy) and are not quite 'bus mechanic' friendly even today.
    ------ ADAM enhanced Hamsters in those little spinning treadmills... lots of them.

    .

    Automatic running :

    - Trolleys had to avoid running over people, automatic stations stops and waiting for traffic ahead is much simpler.
    - Bathyspheres run point to point on cables to could run without operator if the on-off cable switch could be done sonsistantly -- nothing the brain of a Security bot couldnt handle.
    - Those systems broke down fairly quickly when Civil War curtailed maintenance.
    - The trains would always have drivers to handle other contingencies if not automatic train operation.
    - For the MMORPG there will be drivers/operators for the various transportation vehicles. The City (New Rapture) is getting some of the automatics to work again, but so far is limited to only a few of the main routes. Some of the City Jobs offered (missions) is to be an operator of the various vehicles.

    .

    It is interesting looking at the fake control pannels in the AE stations (missing are the track situation/status boards that railroads usually have, with indicators for track switch positions and track occupation (showing where trains are on the tracks). Still there are nice asset bits there that could be used for various 'working' machinery in the MMORPG (as well as AE system controls). A central dispatcher and traffic control would be used for Raptures trains and the stations controls are a redundant local set (and since by the MMORPG time the central system is down and any functional AE trackage/trains will be under local 'tower' control). Mini-game playing 'train dispatcher' would be expected to be included in the 'role playing' activities that demonstrate New Raptures functioning infrastructure.

    .

    62.4 lb/cubic foot (cubic yard = 1684.8 lb) - weight for water displacement :

    One of the things to consider about all these undersea vehicles is that if they have internal empty volume (ie - the passenger cabin on the AE train cars) they have to have some massive weights somewhere in their structure to prevent them from floating away (need to have less then a neutral buoyancy).
    - A heavy steel hull can easily weigh more by just making it thicker (the 600+ft depth works with a steel hull about 1 inch thick (40lb/foot^2) with a more than adaquate safety margin.
    - The Trains would be battery powered and those would weight quite alot (heavier than water) and take up much of the space below the passenger cabin deck. The mass of the traincars will be substantial, requiring the tracks to be built able to take the vibrations and acceleration forces used on such masses.
    - The 'empty weight' of the Train cars would have to be heavier than their neutral buoyancy weight to keep them hanging from the track, but unlike the Bathyspheres they need nothing complicated to maintain the neutral buoyancy since all the weight (including added cargo) now is suppoerted by the track.
    - The boxcar shown in the diagram could easily carry more than 30 tons of cargo.

    .

    Balloon trains :

    An alternate design from a downward hanging monorail type (which the Rapture vehicles use - because they come inside out of the water) -- instead have them hang like a balloon ABOVE a rail (or a slot between 2 rails to restrain the 'floating away'). But it could not come 'inside' (out of the water) or would have to float in a pool of water and people would have to climb up out of the top of it like a modern submarines deck hatch or it would have to 'dock' outside -- maybe only good for a freight-only system... Maybe have some system like this at one of the mining sites.


    Consider that spacecraft or space stations or the vacuum of the moon ( a possible future true 'Bioshock' setting ) only need to contend with a 14.7psi pressure differential (vacuum to 1 atm) and their structure need only be built strong enough to deal with that (vs 280+ psi surface pressure for Rapture at a depth of 600 feet). The Apollo LEMs hull was little more than thick foil (to save weight). Of course you would want to build a real space station with a 600% engineering safety margin (as you would things in Rapture as well) and built with massive shielding for radiation and such.

    .

    "Millville" one of the City's 'Plazas' (named after Prentis Mill who built the Atlantic Express system ). Lots more locations in Rapture than those shown on the BS1 and BS2 maps (Austen Bathysphere co and that tiny AE map). MAny names yet to be added for the MMORPG which would encompass the entire city and outlying sites.
    .

    Weird looking Rapture Trolleys :

    - The rather odd look of the Trolley (trams) cars (seen near the Olympus Heights levels in BS1) was probably because they wanted the look to simulate that of a Bathysphere - with that odd round door(?) and the light clusters and the brass decorations.

    - Bizarre short lengths of those double trolley tracks running to the 'residential areas' (longest is only ~300 feet long) which is way too short to be useful. The real system would extend through the plaza/squares (likely on a lower 'track' level) to continue on to the next plaza/square along the 'streets'. Line endpoints would usualy have a loop or a switch so the trolley could reverse direction back along the same path on the opposite track. The street Trolley lines would interconnect most of the City to serve the majority of Raptures 20000 people.

    - The station platforms should be even with the door level. The end opening with those weird steps is just wrong (putting the passenger down on the track - trolleys just about always have passengers enter/exit from sides).

    - Add Trolley pole for power from overhead wire (batteries never really worked for Trolley systems)... Trolley wire technology was already a well proven 70 years old when Rapture was built.

    .

    AE Station and track layouts on the diagram :

    - We usually only saw one 'door' to go thru in BS2 going into the ocean, but there would need to be a second door to make a working airlock (to transition back out into the ocean pressure) and a third to make it a safer double airlock. Some train lines could traverse a tunnel between stations which would not require any airlocks (though would probably have safety bulkhead doors that would only close in emergencies.
    - The AE stations are not small (and the Mk-2 bigger because of the much larger/longer Mk-2 railcars). They would be located below the Plaza structures (much like some modern train stations).
    - The track structures - piers, switches, wide curves, double tracks, flyovers, station bypasses are all typical railroad arrangements. No rollercoaster tight curves or steep grades.

    .
    Last edited by watchman; 07-29-2012 at 04:07 AM.

  30. #110
    Diving Hard-Suit :

    .

    Diagram : http://img841.imageshack.us/img841/2...nghardsuit.png

    Used for depths in excess of 100 feet for non-modified human (no depth plasmid or Big Daddy modifications)

    Above that depth the conventional diving suits and scuba gear can be used (with the required timed ascent schedule because of the pressurization).

    Typical Rapture Diving Hard-suits were sufficient for depths to about 1000 feet (useable for all city construction). The diver is kept at 1 atmosphere (suit holds out the water pressure) so diver may exit the suit immediately (no depressurization delay).

    Equipment:
    - Work Lights on chest (0.53% of the surface light reaches a depth of 100 meters (330 feet) )
    - Whats that over the shoulder thingee ?? Spotlights or camera (or both). Probably not a gun.
    - Air tanks to keep a diver going for many hours, if Oxygen for even longer.
    - Utility recharge hookups (battery charging, air charging, fuel charging for hydraulics)

    Weight ~850lb including the diver (to achieve near neutral buoyancy), hydraulic assist would be useful to move that mass. Pressure at 1000ft down is 31,3 atm (459psi) which takes thick steel construction and carefully fitted joints to keep the water pressure out. That special advanced material 'Ryanium' might be used, but the required structure is still bulky and cumbersome.

    You can see why alot of the construction was done from the mini-subs and structural sub-assemblies were assembled near the surface (<100 feet on the shallow side of Mt Ryan) when possible to allow use of simpler conventional diving suits. Even with the thousand-odd construction workers much of the contruction was done with machinery (and Hard-Suit Diving is a specialized skill).

    The construction scenes depicted in Ryan Amusements Rapture Memorial Museum are men wearing the conventional diving suits and thus are at a fairly shallow depth. The concept art had them wearing Big-Daddy-like hard-suits. http://bioshock.wikia.com/wiki/File:...iew_bio214.jpg.

    Advanced deep hard-suits can protect the diver down to more than 3000 feet depth (Abyss depths), but are much bulkier (weigh more), complex (more maintenance), and have much more restrictive movement (example - claws instead of gloved hand for manual manipulations). One advantage to the bulky deep hard-suits is that you can pull your arms in to scratch your nose while wearing it.

    Later Plasmid assisted divers may have been able to use the conventional diving suits(depth tonic) and simpler hardsuits without hydraulics (strength tonics) and possibly go to the Abyss depths without the complicated deep suits. But for the city's construction there were no ADAM enhancements yet existing.

  31. #111
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    Apr 2010
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    293

  32. #112
    Utility systems in Rapture - Hesphaestus (The heart of Rapture) :

    .
    .

    Hesphaestus diagram - Harmonic Core #3 : http://img36.imageshack.us/img36/9263/hesphaestus.png

    .
    Harmonic Core #3 - #3 so the one damaged by Jack was only one of several... - http://images.wikia.com/bioshock/images/2/2b/Core.png

    Harmonic Core #2 is seen in the BS2 Multiplayer scenario (similar design to #3)

    Harmonic Core #1 isnt as impressive looking because it has a more conventional horizontal (floor standing) design (it was more important to get it running to power/heat city construction than the aesthetics of #2 & #3 ).


    A well is drilled into the seabed Vent and seawater injected into it. That emerges as superheated water (under steam pressure) which is then passed thru a heat exchanger to heat a 'clean' working fluid (distilled water) that is converted to steam and rotates the great turbine (and is later condensed to be reused in the closed system). Meanwhile the hot seawater is vented near the top of the structure into the ocean.

    Cold Ocean water is used to keep the systems temperature under control and for the condensation stage of the working fluid (the vacuum from condensing steam is often used in high efficiency power turbines).

    High capacity generators are used to generate electrical power at 13.8kV. The excitation reactors tune the capacitor bank to a frequency near the 5th harmonic (i.e. 270 hertz) to prevent oversaturation of the magnetic cores. The EMP 'bomb' probably did more damage to the control/regulating systems of this monstrosity to cause its failure than direct damage to the generating unit.

    .
    As mentioned previously, these gigantic machines like Harmonic Core #3 (a 150 foot tall monstrocities actually) were more show pieces ( Ryan had tours given for Hesphaestus... ) and the bulk of the City's power eventually came from many smaller (more efficient and easier to maintain, but not so spectacular) geothermal wells. These early large units were simpler to install when the city was being built (prebuilt on the surface and requiring only a single 'vent' well to be drilled). Later, better technology was developed for the smaller geothermal generation units that eventually supplied the majority of the electric power AND which could be manufactured IN Rapture for the planned future expansions of the city.

    .

    The diagram (bottom right) also shows one one of the very early test generators which was closer in design to the large number of small Geothermal Power Units that were built later. Dozens of these were setup early on to supply the power needed for construction (including before HC #1). These temporary units were later replaced with permanent 'small' unit installations

    .

    The Hesphaestus complex supplies (using volcanic vents as a energy source) :

    - Electric power - from geothermal steam generation and generator turbines. Transformers do voltage conversion for efficient transmission across the city and elsewhere (to distant industrial sites)

    - Heating - superheated water piped to Raptures buildings :
    ------ The long distance pipes do lose significant heat, but the massive volumes of hot water get the job done. Equally massive pumps move that hot water.
    ------ All those odd pipes/conduits you see outside the windows at Hespaestus, would are part of the City heating system (the hot water flowing thru pipes across the city for temperature control -- to counter all the heat bleeding out thru the walls into the ice-cold water).
    ------ Local heating (electric) is done for parts of the city too far from Hesphaestus (pipes too long).

    - De-salinization - fresh water conversion via steam boiling and condensation from salt water - source of water for good portion of the city. Some water recycling is done for agricultural used (sewage plant). Water Company local reservoirs (fresh water) - up on the side of Mt. Ryan to create gravity pressure, high-rises have tanks in their roof stories. The system filters/purifyers never quite eliminated the 'sea' smell from the water supplied to the city.

    - Emergency oxygen generation using electrical hydrolysis (at the powers source and piping oxygen into the city ventilation system). Liquid oxygen for various industrial processes is also made here.

    - Chemical recovery/precipitation from the water emerging from the geothermal vents.

    - Utility grid (electric/heat/water) radiated out to the city via the 'city mains' in the armored utility conduits (some combined in 'street' structures, others as stand-alone 'aqueducts').

    .

    The Field of Hades surrounding Hesphaestus facility, has many of the much smaller geothermal power generating units, which generate the majority of the electic power for Rapture. There is plenty of additional power that could be tapped into for the planned long-term growth of Rapture. With the lowered population and disconnected/disfunctional utilities in large sections of the city, the remaining power capacity is actually being under utilized.
    .

    Located at Vulcan's Forge (near Hesphaestus) is the well drilling equipment used to drive the wells thousand of feet into the seabed needed for the geothermal systems. Additional even larger/extensive de-salinization and heat plants exist here.
    .

    Contrary to the postcards, the red glow at Hesphaestus is NOT molten magma/lava (cant glow on contact with cold water and there would be incredible amounts of steam obscuring the view) --- it is red bioluminescent algae that thrives in the extreme temperature and chemical environment near the thermal vents. The algae (and others like it) have been harvested to fuel a whole Bioluminescence industry (the most interesting varieties are down in the Abyss).
    .

    "EVA Preparation" (on a sign seen in BS2MP Hesphaestus) - extra vehicular activity - not quite accurate use of the term. Submarines and divers are needed for the extensive outside facilities which require some maintenance and adjustments, as well as ongoing new construction. Long term the abrasive action of water in the pipes and slow corrosion will require repairs and replacement.
    .

    In BS1, Ryan sets Hesphaestus on 'self-destruct', that would not be likely to 'blow up the city', but shutting down/destroying the utilities would have killed Rapture as surely as blowing it up would - it would only take a little while longer.
    .

    Hesphaestus continued to largely function post-Lamb, some personnel (Ryan faction) kept much of it running and kept the utilities flowing to the rest of the city. The systems used for HC #3 are all triple-redundant ontop of a 600% over-engineering margin (like most of the utilities in Rapture) to prevent catastrophic failures. It is one of the reasons that HC #3 is still operating, sending power and heat to Rapture in 1971 --- at the time of the MMORPG. A high priority for New Rapture was to gain control of the utility systems and guarantee their continuance and then start repairing/restoring the capacity needed to revitalize the city.

    .
    For the MMORPG game, there are plenty of machinery/control/pipe detail assets in Hesphaestus (including the BS2MP stuff) that should be recycled and used for all kinds of industrial systems that would exist throughout the City.
    .

    The diagram shows a bit more extenive equipment/machinery on HC #3 than we saw in the game, and the maintenance/access corridors (yellow) climbing twice as high as they spiralled around the core, climbing level by level to near its top. A freight elevator would probably exist on the Control Room side of the facility to make access more convienent, and a proper stairwell would be located on the opposite side.

    .
    There do seem to be some good sized pipes full of flammable gas in various places (usually with a leak and a flame jetting out) and is probably only for specific uses like ovens/grills/certain manufacturing tools and other pinpoint heat production (you wouldnt waste oxygen burning anything for air temperature control). Hesphaestus doesnt produce this (unless its hydrogen gas from hydrolysis). Instead most may be from methane-farms (processed sewage/garbage).

    ---

    Building Harmonic Core #3 :

    - Surveys - several sites for Rapture were investigated, looking to fulfil the requirements that Ryan and his planners specified. One was a sufficiently large Geothermal resource in close proximity that could be utilized to provide unlimited power for the City.

    - Before Raptures position was even finalized, 'The Rock' was found in proximity to the Geothermal area (Field of Hades) at the site called Hesphaestus. With its unusual shape (an ancient volcanic vent that had hugely built up its cone shaped core with a central cavity) it looked useable for something. Later, some of Ryans engineers proposed it for one of the Large Power Plants.

    - Hesphaestus #1 and #2 were operational (1946/1947) before construction on #3 was ever started.

    - Ryan was shown the plan and thought it impressive enough to become a Show Piece of Rapture's exceptionalism, saying "it will be like a Hoover Dam ... inspiring confidence with its massive solidity". Ryan suggested adding something that would animate it and the engineers proposed the De-salination boiler elements with that odd rotation and the visible steam tubes. Later HC #2 was retrofitted with the same 'anmimation'.

    - 'The Rock' was thoroughly tested for defects/instabilities before any further work was started.
    ------ Test drillings were made to verify there werent any hidden voids in its rock mass.

    - Hollowing out 'The Rock' :
    ------ Enlarging the central cavity for the working space/chamber to its cylindrical shape..
    ------ Plasma cutters dug out the rock and any soft spots were cleared and patched with concrete.
    ------ Many of the same techniques were employed later when building The Stadium's huge cavern.

    - Creating the 'Well' in the ancient vent :
    ------ As soon as the 'floor' of the Chamber took shape, the Geothermal Well was Drilled.
    ------ Using one of the new plasma drilling bits (that made the Tunnel Boring machines so efficient).
    ------ The drilling went down 3000 feet to reach a sufficiently active geothermal layer.
    ------ The well was lined, injectors added, and tested to verify its stability and capacity, then was capped.

    - Preparing the 'Chamber' :
    ------ Enlarging and reinforcing the walls and digging the maintenance and machinery bays into the rock.
    ------ Building the ring foundation the 'Dome' (chamber ceiling) would rest upon.
    ------ Adding the anchors for the girders that support the core machinery.
    ------ Tunnels built for various pipes and passages for humans were added and seals installed (very important to have all the pressure seals in place and verified).

    - Assembling the 'Core' near the surface :
    ------ Partial assembly was done at a nearby shallow spot on the side of Mt. Ryan where divers using conventional diving suits could operate.
    ------ Steel Girder superstructure was assembled around the pre-assembled boilers and super-heaters (lower part)
    ------ The Turbines and heavy Generators were not yet attached (uuper part)
    ------ The whole structure together was over 150 feet long and had final assembly done while being floated vertically.
    ------ The chamber's ceiling structure called 'The Dome' was also assembled out of girders and plate. It would act as a form for the reinforced concrete that would make up most of 'the Domes' full structure.

    - Lowering the Core Assembly
    ------ One of the Floating Cranes brought the 'Core' to 'the Rock' location.
    ------ Aligning with the Chamber - the Core was positioned and fastened into place.
    ------ Other heavy/bulky components - Generators, pumps, turbines, piping were transported and placed.

    - Installing the Dome shell :
    ------ The Floating Crane was used again to lower and place 'the Dome' structure at the top of the Chamber.
    ------ Sealing the Dome edges to the ring foundation, welded and cemented securely.
    ------ The Dome was then filled in with rebar and concrete to be strong enough to hold up the weight/pressure of 450 feet of water above.
    ------ Sufficient time was given for the concrete to set and the dome to interlock with its founadtion.

    - Pumping out the Chamber :
    ------ Pumps that would later be used for cooling and feeding water thru the city heating system were used to pump all the water out of the core chamber. Water seals are confirmed.
    ------ After washing down all the equiptment and drying out (getting rid of corrosive salt), concrete linings were added where needed for the walls and maintenance tunnels, and various deck structures added for the operators.

    - Hookup :
    ------ The turbines and generators and other equipment were unpacked and installed (using the moveabale maintenance platform and overhead crane).
    ------ The various systems were connected/interconnected and thoroughly load tested.
    ------ The external connection to Hesphaestus complex and out toward the rest of Rapture were made.

    - Decoration:
    ------ The 'brass' plate that was the decorative theme for the rest of Hesphaestus were applied to the walls.
    ------ Native rock was left exposed in places.
    ------ Transparent piping that gave an impressive show of the Red Bioluminescent algae.

    - Activation - 1948 - HC #3 came online supplying power/heat/water for the City.

    - Tourist Attraction - Hesphaestus HC #3 became a popular tourist destination for new Citizens and children's school field trips.

  33. #113
    ------------------------------------------------------------------------------------------
    More interesting items/ideas for Bioshock Rapture MMORPG
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    . Part 8

    .
    ---

    Varieties of building patterns in Rapture :

    - We have the High-Rises and Seascrapers that we see out of the many windows in BS1/BS2. We do go up a few of these like to Kashmirs at Welcome Center and the Atlantic Express Depot office building) - obviously the city has some clusters of tall buildings (~40 story) and half tall buildings (~20 story). The tall building are generally narrow, with limited floor layouts, but multiplying that 20-40 times can add up to significant space.

    - Most of the buildings we actually move thru in the games are sprawling complexes of connected buildings (with rocks and much taller buildings visible out the windows). Low spread out buildings are lower density and thus would cover more area for the number of people.

    - Outside at Pauper's Drop you have a large nearly empty seafloor plain, with a few industrial buildings nearby and with tall builings off in the distance. The Fontaine Futuristics window skydome shows it is far away from other building clusters (high-rises off in distance about quarter mile away). So there are largely empty spaces within 'city limits'--- more than that 'downtown manhattan' scene alot of the outside views show.

    - In the arrival from the Lighthouse you cross alot of rocky terrain and then are looking down into the mass of buildings of the Welcome Center (did this have another name after people no longer were arriving at Rapture ??) - Steep rock sided canyons are interspersed within the city, often with small building built into their sides and ontop.

    - The Residential type structures are stacked floors around a 'court' (some upto 8 stories) - some of the more squat buildings.

    - Variously shaped industrial buildings - there would be alot of these to provide all the different kinds of goods a city's population would need. Same for the raw materials used by those industries, many of which you dont find in the middle of a city or all in the same proximity-- so there have to be many outlying centers to provide them.

    - Add the infrastructure a city needs - weve seen Hespahestus, pump houses, postoffices, and various transportation facilities (AE tracks, viaducts connecting buildings). Multiply what we've seen by what a population of 20000+ would require.

    - Many of the tall buildings have tower extensions on them, that are decorative (lights look like windows from a distance but arent). The floors (if any) that would fit would be too small to be human habitable, but might have other uses (many tall buildings have all kinds of system machinery located in their roof zone and even observation 'decks').

    ---

    Things in Rapture We DONT Need To See :

    - The normal process to get the collected ADAM out of a Little Sisters (wherever this happens ... somewhere where those air vents all lead). Actually that could be a rather long way to crawl and maybe they just sleep in them (where even Spider Splicers wont fit) and the Big Daddies escort them back to their 'home' for 'processing' (mustve been some conditioning for that we didnt see). Someone suggested those vents lead back to Arcadia (assuming its the only place fresh air comes from) which could mean miles of crawling - not very likely.

    - Sinclair telling Delta on seeing one of those dead cats - "Those things are good eatin Chief... a little Jalapeno sauce and ..."

    - The "Kickettes" ( "2 Weeks Only" -- where were they going to go ?? ) still at it in the Fleet Hall (all grody Splicers now).

    - The Beef-E factory (like a sausage factory, you REALLY dont want to know what goes in the back door...)

    - Spider Splicers being eaten by Song Bird (with 'tears' who knows?? )

    - Sander Cohen doing 'Rap'.

    - Cannibal Splicers eating (Lil Sisters swilling blood was sufficiently unsavory)...

    - Reality TV comes to Rapture (truly would be 'the end'.. ).

    - Sophia Lamb's strangling kittens as a hobby (an old 'villain showing how EVIL they are' joke)

    ---

    Handy hands :

    Game controls to pick up/carry/throw/place objects - probably a weapon 'hand' mode to remove/free weapon from hands (a manipulation mode). Pulling objects out of the way, moving objects, pushing objects, throwing objects... would all be part of the expanded interactions players would be able to do. Stacking objects to climb to reach things (but not too tedious like some games with this feature that made you endlessly do this....). A variety of tool actions would be logical - crowbar prying things, shoveling rubbish (do it a little and then have your 'Team' NPCs do the rest of the tedious work, chopping thru walls with axe or pickaxe, manipulating a block and tackle...

    .

    Looking at those buildings at Persephone (go out windows using the console cheats), shows a concrete monstrocity that would have made any Nazi proud to have as their secret base.

    -----

    Tourist Destinations in (old) Rapture :

    - Top of Point Prometheus, highest building in Rapture ... that pointy tall one you see off in distance in BS1. (ignore the buildings beyond it in view, they are shown the same out all 4 sides of the windows ...). The top floor is within 100 feet of surface, but it is on the leeward side of the bulk of Mt. Ryan so is not imperiled by icebergs.

    - Hesphaestus (all that impressive but not overly effcient machinery, build for show more than anything else) and the pretty Bioluminescent 'volcanoes' in the adjacent sea area. Fizzy red soda is sold in the giftshop.

    - The Abyss Overlook- the glowing depths - end-of-the-line on the AE 'Short Line' (is not the Persephone facilities which are adjacent to Fontaine Futuristics). The 'elevator' that descends deep into the 'Terrrrrrible Depths...' with perfect safety (8 inch solid steel walled comfort).

    - Garden of the Gods - Spectacular Private Sealife Bioluminescence Exhibit with suites of room each with a 'perfect' view.

    - Stadium for weekend and special baseball/football/track/rally/fireworks events.

    - A planned Cretaceous Park (with ADAM regenerated dinosaurs (regressed chicken genomes)) was proposed but never built.

    - The Snow Fields (caverns and tunnels with artificial snow) including ski-slopes (the tunnel boring machines were idle by that time). Snow machines and just dont turn the heat on in the place....

    - Ryan Amusements - with a few more attractions than only the ones we saw in BS2. Various companies sponsoring the 'rides' just like Disneyland ... ex- Rapture Sings, brought to you by Nico-Time ... Mr Fish's Jamboree, by Fontaine Fisheries, Pirates of the Bureaucracies, sponsored by Sinclair Spirits.

    - Grand Carnival. Open on weekends (and Holidays - John Stuart Mills Birthday, Ayn Rand Day, etc..) with many of the classic carnival entertainments (heh, what point going here later when all of Rapture was turned into a 'freakshow' and a 'shooting gallery'???).

    - Forest Turf Cemetery - a vast underground cavern network for 'eternal rest'. Varieties of impressive monuments (a 'prestige' thing) and real lawn grass. A popular picnicing spot. The Elysian Fields and The Catacombs ....

    - The Sub Races - the raceway located away from the city (so the crashes dont take out any buildings). Home of the Rapture 500....

    - The 'Wading Pools' with interesting sealife that can be examine 'up close' (a typical rocky seashore park type attraction). Probably would be an adjunct to 'The Aquarium', though an entrepreneur might have some kind of 'Sea World' with the performing Dolphins and such (heh, having them swimming around in the usual 'big pool' doing somersaults inside, when there is all that water outside.... What must the dolphins think ??)

    - Mr Sun's Beach Resort :
    ------ Simulated beach with real transplanted palm trees
    ------ Simulated ocean waves
    ------ Warm tropical climate with Simulated Sun
    ------ Only a short hop from the Adonis Resort

    - Memorial Museum (seen in MP) various static aquatic displays (not an Aquarium) and other stuff.

    - Emerald Caves - green volcanic glass or somesuch pretty light effects (do a boat thingee like the famous Blue Grotto ----- except its Green)

    - Ambrosia Peak - observation deck looking at something for some reason. Closed down after the Emerald Caves offered something better to look at.

    - Of course many of these places fell into disuse, disrepair and ruin and likely contain interesting environs for the Citizen Explorer.

    ----
    Hitting Rocks - sculpting the old fashioned way :

    I was in the tunnel down into Smugglers Hideout and beat on the walls a little with the wrench (interesting all the different sound effects and decal deformations and sometimes particle effects of chips falling off, etc... they have for different terrain materials and objects.) I saw the chips off the wall and thought "hey why not have a way in the MMORPG to modify 'chip-able' materials like that more realisticly and make 'art' for the MMORPG". BS1/BS2 such chipping leaves only surface marks (that eventually go away), but in a high detail game like the MMORPG the physical shape could be changed/deformed permanently by the players action. Crude shaped art (which would fit right in alongside all that stuff Lamb had in Dionysus Park) could be made in-game. 'Tool interfaces' could exist for better/more complex/precise player created art shapings (without resorting to more complicated CAD type Asset creation tools). The resulting 'art' would be a 3D object that could be submitted for placement (vetted for improper content) and if accepted could be injected into the game (can always use more unique 'art' to stick into the ruins).

    Other art - painting, topiary... could be likewise done and even combined.

    An extension of that same mechanism would be generalized to things like wall sections that would be permanently marked/damaged to the extent of actually digging/breaking through a wall (better tools might speed it up - including explosives/pickaxes). That door is broken/jammed? - batter it down. Need a shortcut? - chop a hole thru the wall. Safe you cant hack? .... etc....

    -------------------------------------------------

    More Quest Ideas :
    .

    - Big Daddy Depot - central parts storage/repair center (seperate from the Daddy servicing facilities)
    Not a 'training' or 'conversion' facility. Some 'non-Splicers still service the Big Daddies (may have to come pick them up when one has a severe malfunction) and were protected by them . Quest to find the Big Daddy Depot -- the problem is the old records only lead to an old location and it has been moved several times since then.
    The Thinker probably knows where it is, but isnt telling.

    - Splicers take Hostages from City (trying to extort supplies) Player has to rescue (preferably without getting hostages killed, which might demand use of less 'normal' tactics (stealth and cleverness).

    - Ships Sunk Near Rapture :
    ----- ( http://bioshock.wikia.com/wiki/Talk:..._Announcements | Ships) -- "Mary: Did you hear, Jim? All the talk about ships from the surface sinking near Rapture— do you think there's something to it? "
    ----- Missions/Quests to investigate and salvage those ships that disappeared in the 'Frozen Triangle'
    ----- Some were smuggler ships (destroyed by Ryans security force) still containing their cargo.
    ----- Treasure hunt to one of the many 'sunk' ships that disappeared into the 'Dead Spot' (Frozen Triangle) near Rapture.
    ----- Lots of perils, maze like interiors, unfriendly sealife, limited time (cliche of ship sliding off edge of precipice)??

    - Quest (in form of an amusing mini-game)
    (Suggested by Demitasse in the Forum)
    " ... should take place from the perspective of a ADAM sea slug named Socrates as you try to rescue your other sea slug friends after being captured by Rapture scientists. The gameplay will be that of a platform/RPG, you'll explore the depths of the sea, avoid hot thermal vents and dangerous creatures of the deep, eventually making it into Rapture and killing all who stand in your way by employing traps(???). There will be a plot twist, where you'll be implanted into a Little Sister where you'll then use a mind control plasmid to play as her for the duration of the game. ...
    "

    - Create a TV/Radio commercial for your 'business' (for Player's shop or company) -- could have someone else create it for you... Submissions to the Collaboration Community for 'favorites' (goodway to get ideas circulated -- "Hey, I Didnt Know You Could Do That!!" ..... Extra Brownie Points for creating a Tutorial of how you did it using the game tools...). With TV and Radio channels to fill with content, we can always use more amusing/creative ads.

    - Scheme to use 'fake' ADAM Vials as a 'lure' to capture Splicers (unfortunately most Splicers didnt survive this long by being 'stupid'). EVE is more common so isnt quite as much of a 'draw' as ADAM is. I suppose you could use Real ADAM as bait too, that is if you can afford/find any. Big Bounties are paid for 'undamaged' Splicers.

    - SssssSplicer -- how much splicing does it take to start looking like a snake ?? Something strange was reported in the Sewers....

    - Investigating 'lost' freight shipments :
    ------ A job for one of the insurance companies (they are like roaches and just wont die) or the City Council.
    ------ Going 'undercover' and driving an Atlantic Express freight train (or the freight Trolleys) and doing switching at various locations in the City (one more interesting thing to do and to see something (important yet mundane) you normally wouldnt in Rapture).
    ------ Mysterious disappearing freight cars, etc...

    - The Treasure Room -- a malfunction in the Jet Postal system soon after the Civil War started, resulted in a significant number of Pnemo packages being sent to Postal Box 0000 which was in a test room in an abandoned Ryan Industries manufacturing facility. Several hundred capsule packages were lost before the defect was identified, but the errant destination was never found/traced. Who knows what might be in all those packages??? In the quest, you hear a rumor and follow a trail off into the wastelands seeking the jackpot. (Unlike the typical MMORPG mission the outcome is not certain and not certain to be good).

    - Consider - Gil Alexander's corpse could be a huge supply of ADAM... And its just sitting there (marinating) and Lamb/Delta are gone... All that ADAM really needs to be kept out of the Splicers hands. Did Delta kill him ?? Did Delta think he killed him ??? Might not be quite so dead ???

    - The Atlantic Express Grand Central station (from which the trains out to the supporting "Towns" outside of Rapture departed) recently has had debris from the 1959 damage cleared and was unsealed. Hundreds of key-lockers still containing items from that time are now accessible. The City is selling tickets for rights to pick a locker and receive the contents -- the Great Lost Treasure hunt/lottery. Who knows what kind of things are to be found in these long lost lockers ?

    - The Jet Postal Lost-n-Found has been reached and unsealed. All kinds of odd 'lost' (lost send address 'tag' and no return address) items were stored there and never claimed. Certain Splicers have also learned of the Warehouse being 'found' and also have an interest in its contents.

    - The S-Team - a group of 4 Splicers who work together and terrorize the outskirts of New Rapture. They work 'for hire' for other Splicers to fight the City which is encroaching on various Splicer factions' territory. Their tactics and organization and unusual equipment make them a hazzard for any inexperienced group of Citizens.
    XXXX MARK XXXXX
    - Form a amateur baseball team (good ole American tradition) Game mechanics for playing a game will be fully possible (create later as a "Player Created Asset" all the usual actions/mechanism for that 'big' mini-game). A small field would be likely located near to City Center as part of the 'normal' city they want to portray). Football requires more equiptment and larger facilities, but could be done later if desired (at least the ruins of the stadium will be there to have a 'ghost' story of the tragic 'big game' presented).

    - The Sinker - the work platform initially used to start construction on Rapture (used to ferry supplies, then 'permanently moored to the seafloor and began sinking iron girders hundreds of feet into the sediment and bedrock..." -- seen in the history exhibit in Ryan Amusements. Quest to locate and salvage this 'historic' structure for the planned 'New Rapure' History Park (this would be placed in the Ocean (water display) portion of the park).

    - Splicers Anonymous - meetings and support activities for those who still fight the "Urge to Splice". Field trips to the 'Clinic' to remind the members what being a "Splicer" was. "Here is your brain on ADAM....", "ADAM is Bad",
    "Just dont do ADAM" and that old "Splicing Madness" film...

    - Splicers in diving suits trying to break into the City thru one of the airlocks (possibly using the 'soft' suits if they have 'depth' plasmids or tonics). Some Splicers have access to submarines also and may try to get in via one of the submarine docking ports. It would be a general 'event' with a sounded alert for all players to come assist the City Security in countering the breakin/attack.

    - The Frozen Triangle -- http://bioshock.wikia.com/wiki/The_Frozen_Triangle -- nothing says the game's horizons end at the edge of the Volcano... Alot goes on out there in the sea. Does something else lurk out there now??

    ---

    - City Expedition to survey the LightHouse for Demolition (with findings of interesting little known details about that mysterious structure) :
    ----- The Blimp mooring mast (and Patrol Blimp) that was abandoned fairly quickly after the Ocean winds were found to be too violent for normal operation). Remains of the Blimp are stored in the "Submarine Yards".
    ----- Radio jamming station (used to block distress calls when a boat/ship came 'too close')
    ----- Weather Station (much used in the early days before Ryan stopped most shipments in to Rapture).
    ----- City Air Intakes (City wants to retain this feature, somehow)
    ----- Patrol Boat Dock and shelter
    ----- Evidence of the camoflage paint scheme someone tried as a 'cheap' attempt to make the Lighthouse harder to see (the latex paint did not stand up to the weather too long it seems).
    ----- Surveillance Cameras and Gun Turrets
    ----- Shore-to-Ship signalling system (signal lights, no radio)
    - Submarine Refueling station (fish are generally found near the surface and it is wasteful to have to descend 600 feet everytime the subs had to refuel).
    ----- The Bathysphere Station Camoflage/Hiding system (so any visitors might only think the LightHouse was the work of a madman/eccentric and not actually an entrance to an undersea city).
    ----- Do estimates for making a 'submergable' LightHouse replacement (New Rapture reestablished contact with Ryan's surface organization and still needs some of the critical materials being brought in by boat).
    ----- Some of the odd things that Lamb had placed on the structure (more slogans about "Banishment of the Self" and her other psychotic blatherings...)
    ----- Remains of the Torpedo Tubes firing the 'intelligent' torpedos (based on Flybot control systems) used to 'nullify' ships that discovered Rapture's location.

    ---

    - A trip down into the Abyss - a mission to gather/discover some bioluminescence materials (the most interesting varieties are down in the Abyss). A whole 'nuther' alien environment to explore and mysteries to plumb. Diving Hard Suit required....

    - Greenbeard the Pirate - all the pirate activity is bringing more and more attention to the area around Rapture (including those stupid 'in-search-of mystery' hacks. The City has decided to take strong action to try to eliminate the Splicer pirates who are causing most of the trouble.

    - Investigation into the unusual (unusual??? ... this IS Rapture ) circumstances of Ryan's death and the mysterious disappearance of his body:
    ----- Odd events around that time (Jack and Atlas/Fontaine)
    --------- the 'self destruct'
    ----- Rumors of Ryan being alive (and allegedly being seen buying coffee in the Bistro)
    ----- Lamb destroying/covering up evidence of accounts of those times
    ----- Strange messages being sent to some of Ryan's old supporters (not everyone is an Ex-Splicer who lost most of their memories).

    - Weird 'parallel universe' episode (dream?) of what Rapture became as 'evil' Jack took control of the city
    ----- Jack never left (that sub sank into the Abyss and the nuclear weapons are out of reach)
    ----- Elimination of Sophia Lamb, when she crawled out of the woodwork (Drill in the face just like Suchong).
    ----- Near death of Jack from a 'childhood' disease.
    ----- Rapture's "new age" comes -- but this isnt his "father's" Rapture.
    ----- Player has to stop eating that spicy food before going to sleep....

    - 'Crime Boss' quests - various criminal activities done in a NPCs spare time. Work your way up the criminal food chain thru performing "crimes"...
    ----- Hack the Vending Machine or Restroom Stall Coin-box.
    ----- Safe cracker
    ----- Grand Theft Submarine
    ----- Burglary (watch out for those security devices)
    ----- Smuggling run (hijacking a smugglers shipment -- sides of prime beef, etc.... )
    ----- Hitman ??? a rival crime boss (NPC)

    ----------------------------------------------

  34. #114
    Something weird with posting mechanism get "NOT FOUUND" page for some reason (some character sequence the forum barfs on ...)

    Anyway continuing the previous post .....




    Age of Black Powder :

    Gunpowder being made by Splicers for reloads for their guns. Carbon from charcoal, Sulfur was available from the Geothermal vents (actually accumulates in some of the leaky steam heating pipes coming from Hesphaestus). Nitre .... comes from bacterial processing of urine (ack!!). Black powder creates alot of smoke and is less stable than the "smokeless powder" modern ammo uses.

    .
    Electo-Gel chemical thrower technology :

    - Outgrowth of plasma rock cutting technology used by the tunnel boring machines developed in the mid-period of city construction (as much more efficient than blasting) -- was used to tunnel out many of the caverns used for industrial/manufacturing/warehousing and creating many of the long distance transport tunnels. Fracturing rock without cutting surfaces was a major improvement in speed and efficiency. Was weaponized by Ryan in 1958 to help counter the Splicer's advantages.

    .
    Player Creativity yet to be exploited... :

    - I keep mentioning how much more content the MMORPG would have for our favorite City beneath the sea. Stuff like what you find on - http://forums.2kgames.com/showthread...-Audio-Diaries - an example of some of the things players WILL come up with to add to the game (and can then be associated with quests/missions, making them much less one-dimensional -- as most MMORPG quests are).

    .
    Rapture --- Now With More Detail ! ! :

    One thing I noticed using the cheats (fly & ghost) to move around the thru scenery is the limited detail in many places where the player doesnt get close to. With the MMORPG the terrain will be more accessible (especially with climbability for movement and more freedom in moving 'outside' in the ocean). There will be significantly more details visible to the player (and putting more load on the rendering engine). But then, releasing this game would be several years off, and the average target hardware would have improved quite a bit in that time (and the consoles may also get some new generations).
    .

    Those old style canvas and heavy brass diving suits :

    You see lots of diving suits (near airlocks) that do not look like the 'Hard Suits' that the depths around Rapture (~600 feet down) would require. (Nitrogen narcosis beyond 100 feet and 300 feet is a normal 'safe' limit for a limited time at depth). But consider if there was a plasmid that alleviated the depth side-effects. Then some of the more cumbersome Hard Suits would not be needed (this would be long AFTER Rapture's initial building phase when plasmids did not yet exist). Of course this will not help the Citizens of "New Rapture" who are ex-Splicers (dont have any plasmids) and will have to rely on the Hard Suits and Subs (as the original builders of Rapture did). Those conventional diving suits would likely have a City Bounty on them to be collected to deny their use to the unfriendly Splicers who could still use them (and for use in the shallow sections of the City - on Mt. Ryan close to the surface).

    .
    Alarm Systems :

    Put on things (at least to prevent Splicers stealing, since anti-griefing mechanisms in the MMORPG largely prevent easy stealing of items by players). NPC criminals are not unknown. Once a player starts amassing wealth and valuable possessions, it might be wise to invest in a few security measures to dissuade amateur criminals (and maybe light-fingered employees). No doubt there would be 'Constable' missions investigating alarms.

    .
    Simple Security Cameras :

    (different from ones that call the FlyBots). Remember that Atlas/Fontaine, Ryan, Cohen and Sophia Lamb all watched the player through various parts of the city. Manually controlled, used as a common security system (City Checkpoints, etc...) Some may have genetic scanning capability (like the ones in BS2 at Fontaine Futuristics), though those may be much too valuable - hard to replace/repair technology - to leave them out where they might be easily destroyed/stolen.

    .
    Boilerplate (http://www.bigredhair.com/boilerplate/) visits Rapture :

    Anthromorphic Robotic Guard - one of McClendon Robotics' less than stellar products - that Splicers just laughed at, destroyed and used as porta-potties. The product was discontinued soon after the test trials were completed. Some found better use in exploring parts of the Abyss after they were bought at a McClendon 'clearance sale'.
    .

    "Epstein the Swami" machines will be back in the MMORPG (maybe as a secret agent mission giving device ... Good Morning Mr Phelps ...)

    .
    Anton Kinkaide :

    The founder of Rapture Metro consolidated the trolley transportation system linking much of the City of Rapture, and the faster Bathysphere System (for those who could afford it like cabs in modern cities) as well as catering to those with private submarines (mostly the rich and elites. Prentis Mill's passenger system component of the Atlantic Express collapsed because it could not compete and was bought out and shut down by Kinkaide (leaving the freight operations still running).

    .
    Multi-Player Apartment :

    If they ever do the MMORPG, I hope to see the BS2-MP apartment back again (pretty ritzy place). Private bathyshpere station and all. Using what I've come up with before about how the Bathysphere system really would work (for either a private sub or a normal Metro unit) the ritzy apartment building probably has only one external 'private' Cable Station (sphere airlock) for the shared apartments and seperate 'lift' shafts to the many apartments in the complex (dozens). Level 4+ Residence rating ..... (staff access for food deliveries and housekeeping isnt obviously visible -- just as it shouldnt be).

    .
    Food Chain :

    I wonder what kind of sealife there must be out there, if seaslugs are on the menu for the food chain ????
    ADAM enhanced XYZ beasty.... Something small eats the seaslug and then something eats that (and it gets more concentrated as it moves up the food chain) .... Moby Dick was seen in the SOUTH atlantic ...

    Hmm, with the Splicers cravings for ADAM its a wonder we never saw them munching on corpses....

    ---

    Value for ADAM used as ... Med-Kits :

    When Tenenbaum first discovered ADAM, all that she knew of it was that it had healed a crippled man's hand. Logically the first thing she and her financial backer Fontaine would have done would be to use the ADAM to create a new medical wonder-drug, sell it to the public and put the profits into further research. This might also explain how Spider Splicer organs function as Med-Kit. The organs are full of ADAM and, with whatever combination of tonics/plasmids make up a Spider Splicer, can be converted to a equivalent of a Med-Kit.

    The Med-Kit biological mechanism must be a somewhat different than that employed by plasmids/tonics as they repair damage instead of making genetic changes. Probably are a simpler form of Tenenbaum's X-Cell therapy used in the 'Cure' to repair massive 'Splicer Disease' genetic damage.

    ---

    The Juggernaut :

    - The Armored Trolley, converted (by New Rapture) for patrols along "Splicer Alley" a 'street' section near the city 'Edge' that was recently opened up, but still has frequent Splicer incursions (control points are still being established and the many 'holes' out to the "Wild" have not yet been closed up/sealed).
    - Armed with turrets, spotlights, radio-links, a squadron of security flybots and a battering ram plow (in-case of 'obstructions' on the track).
    - It can also be deployed at other city locations, if needed to reinforce security operations.
    - If Columbia wont have one, then New Rapture will. At least the rails in Rapture wont bend under the weight.
    - Eventually when more of the Atlantic Express is working there will probably be a AE rain 'Warwagon' that will fullfil much the same function.

  35. #115
    --------------------------------------------------------------
    More interesting items/ideas for Bioshock Rapture MMORPG
    -------------------------------------------------------------

    . Part 9

    .
    .

    Impressive View :

    http://www.youtube.com/watch?v=z0A8u...feature=relmfu
    A video that is using the fly+ghost cheats for the BS1 Lighthouse to Rapture sequence --- they did alot of 3D work to fill in the terrain for that sequence (alot you barely see -- probably was used in a presentation to try to sell the games development to the investors).

    Gives you a good idea more of what the city really looked like (great potential for the MMORPG where you can go out in a sub and go virtually anywhere). Definitely will have to have contests for the most impressive Neon Light displays....

    ---------

    U-Make-It components :

    alcohol, battery, brass tube, enzyme sample, glue, empty hypo, kerosene, rubber hose,
    screw, shell casing, distilled water, chlorophyll solution, RJ-34 switches, nitroglycerine, ionic gel

    - No doubt will be adding all kinds of other similar salvage goodies for the MMORPG. Since most of the companies arent around any more to make new items and the stockpiles are getting depleted (and old things decay over time), we can still make use of the techniques those U-Make-It machine used (and some players could fix up (repair) old U-Make-It machines still lying about out there... would want to haul it back to a 'safe' location and add a coin slot to charge for its use).

    ---------

    "Brain Bleach" tonic -- an attempt (project requested by Ryan) to get a mind wipe therapy to use on people being ejected from Rapture (versus just volunteering them to die, like Lamb would). Something like it is used as part of 'the Cure' in the Clinic to repair brain damage caused by ADAM Disease.

    .

    Production line process :

    Some goods production have complex formulas with multiple steps and components.
    - Better workers,machines, and better tools can be substituted in order to increase productivity.
    - Different worker slots in the process can be filled with workers of appropriate skills and higher skill ability can accelerate that segment of the process.
    - Better machines (special tools) can also be substituted to speed up production steps.
    - As per the 'eliminate the grind' directive for the MMORPG, once a production process is set up, a player's NPCs can do the work automaticly.
    - Part of the 'automatic' process could also be selling the product on to buyers (same for deals for inflow of raw materials). Many NPC businesses in New Rapture operate this way already (so something actually goes on in those back rooms.... including 'jobs' that players can take while they re-orient themselves after their 'cure' and can start climbing the business 'food chain').

    ---

    New (additional) Voice Snippets for Splicers (for existing flavors and possibly new ones) :

    - All those things the various Splicers say for different situations (often quite a few for each situation so they dont repeat to frequently). Example - http://bioshock.wikia.com/wiki/Breadwinner

    - Now we also have 'Citizens' of various flavors who should have some common vocalizations as well (and I suppose vocal 'emotes' done by the player Avatars also).

    - There will be new situations/actions the Splicer NPCs will have that previously didnt exist (possibly alot of them) and there should probably be sets of new voice clips to go along with them. Some should be there at game start to get things going (more alternates can be added later).

    - Using 'Player Created Assets' is it possible that some talented players could make the sound assets for these ??
    Matching the original voices for the existing Splicer 'characters' might be hard to do for additions. Any new Splicer or other NPC would be a whole new voice which would call for the entire set to be produced

    - The text 'script' (phrases) of those voice sets themselves might be another thing for player creators to have submitted, before voice recording can be made.

    - Is there some kind of legal issue that could block this (and who knows what other 'player creation' types) no matter what the EULA will say about submitted (and accepted) creations becoming the property of the Game/company ?? Are there any weird restrictions in European countries or elsewhere that could cause legal issues (any legal precedence to lean on of something similar already being allowed for player submitted stuff??). Even if 'allowed' and 'legal', paperwork could kill the whole process if any/all asset submissions require anything more complicated than a online EULA acceptance (signifying understanding that the submitted asset(rights to it) is being turned over to the company)..

    - There will be a limit to what voice assets are used for, as there will be way too many different interactions/quests/NPC voices to record for all of the MMORPG game (including all those for subsequent player add-on content) and so text dialog will have to be used.

    - Far enough in the future, good voice synthesis will probably exist (cheaply). But that wont help us in the nearer future.

    ---

    'Normal' environment of New Rapture - need for somewhat better interaction animations :

    - In the New City the friendly NPCs WONT be leaping about in a dark environment, or rarely staying close enough for you to get a good look (or having their faces largely covered by masks and ugly tumors).
    - You will be able to constantly see them up close. Face systems have been done on other MMORPGs (at least for the players). After a while you wont really look at them as it becomes routine (you look at the voice bubble instead).
    - Gestures can be seen from a distance and adding them to NPCs would go a ways towards making Rapture look more than a City of Mannequins. NPC interacting logically with NPC ...
    - New animations can be added by Players (assuming the Player Created Asset system is EVER actually done by any of these stagnated game companies).
    - Of course we will still have the dark/damaged/leaky 'Ruins' to face the same old ugly ranting Splicers.

    ---

    Raptures Construction History:

    - Rapture 'founded' 1946 (work started) to 1952 (city 'finished' most population in place)
    - Construction did not stop in 1952 as additional buildings were added for companies and industrial sites were developed.
    - Atlantic Express was started immediately in 1946 and hauled a great deal of construction material and personnel to most of the main city locations. It kept getting extended to each new city section as Rapture grew.
    - The Metro Transportation system along with the Street structures (containing the Trolleys) were planned early also. The Bathysphere system (Austen Co) was added somewhat later. Conslidating the Trolley companies and interconnecting them (and expanding into newly built sections) finally made them much more useful than the AE (and stole alot of AE business).
    - Jet Postal added 1956
    - The tunnel boring machines, once finished with primary projects, were available for expanding the farming districts and industrial sites (and were 'for hire' for many other uses).

    .

    City Growth display:

    Evolving Diagram of the City (on View in City Hall - 3D) showing the phases of Raptures growth, damage done during the Civil War and afterward and now (the reason for the display) its rebuilding/restoration progress.
    The Citizens are encouraged to move the new Chain of Progress forward..... Not only to rebuild, but to exceed...

    ---

    Nuther 'art' idea - waterfall scuplturing :

    Players will grow Nostalgic for their old leaky Splicer environment, so there will be a big demand for water decorations - from small table displays to larger 'big water' presentations and panoramas of the new rich (and same for City/private parks).
    - Components to build such installations would be added to the game - pumps, fountains, waterfall rockwork, sheets of falling water, water lights, pools, etc...
    - The Asset creation system would have similar components to make the small portable objects (and a formula to manufacture them for sale).
    - The reverse would be having 'bubble displays' (maybe combined with lights) outside of windows to go along with the already suggested 'sea landscaping' (maybe similar miniture versions in aquariums...).
    - Another source for 'contests' to keep the creation community interested and inspired....

    ---

    Little Sisters dont come to New Rapture (within city limits) much because there are no (few) corpses to harvest.
    'Dead' people are hustled off to the Clinic to be regenerated, though it is nowhere near as fast as the Vita-Chambers allegedly were to be. The 'dying' in the MMORPG will be extended for players and NPCs (including Splicers) to give more chances to 'intervene' and to make the game less of a 'shooting gallery' game.

    Big Daddies still show up to do maintenance, but less often as the Citizens have taken a more active hand in repairs.

    .
    Those Vents :

    Cats can go thru the same 'Vents' that the Little Sisters go thru (might be used to handle 'vermin' that also could make use of the vents). Also there must be repair access at various places (air does not wear out the vent conduits/shafts, but corrosion from drips/condensation/dust can do damage. There may have been special machines used to inspect the Vents (and to deploy good ole Ducttape to patch places)

    Like tree-frogs, Lil Sisters must have little suction cups on their fingers to navigate those Ventilation shafts (the vertical sheetmetal-lined airshafts) -- unless they really just sleep there and get walked back 'Home' by Big Daddies....

    ---

    Technology 'leak' from Rapture :

    Some of the inventions developed in Rapture were sold outside by Ryan's remaining world Organization to raise money to build "100-Year Stockpiles" of things Rapture would NEVER be self-sufficient for.
    - When possible, Ryans people kept hold of the technology and sold 'the service' instead (which also helped to keep secret the source of the technology).
    - Some smugglers managed also to get some technology out (though most of the unsavory types the smugglers dealt with didnt want something not quickly converted to cash).

    .

    Vita-Chambers:

    One actually wonders how much Ryan was going to charge for the 'full' Vita process (versus vitality 'tweaking').
    - There was probably no coin-slot on the Vita-Chambers because you had to maintain an Vita-account.
    - Or maybe he just never got around to it, while it was in 'testing' phase.
    - Maybe the plan was actually to use them to dispense/adjust 'pheromomes' conditioning in a more convienent way.
    - OR a way to keep the Splicers from de-populating themselves before Ryan's researchers could come up with a 'cure'.

    ---------

    No ashtrays in Bathyspheres :

    Very terrible imposition to force people to collect their own ashes and butts on the 10 minute trips across Rapture.
    And since there is no NO SMOKING sign anywhere, at least they havent denied the passengers (who are paying a premium rate for the deluxe service) the ability to smoke during the trip. Possibly the 'steward' would make one available.

    .

    "Sea Gate 12" (seen in AE Depot and in the MP 'Home for the Poor' ) :

    Was this a submarine docking port (airlock to a submerged sub instead of the Metro station type installation). This kind of system predated the Bathysphere Metro operation and was used for private subs or commercial 'cab' operations -- Checkered Sub, Yellow Submarine (before the Beatles !), Sea Limo ... The docking approach and airlock operation was slow (when safely done). This was an issue and a reason why the much faster Metro out-of-water system was preferred.

    .

    Submarine Docking systems - many attempts to find methods to speed-up docking, while maintaining safey :

    - Very Fast airlock draining could be added, but that was only a small segment of the total time used while docking.
    - Mass of submarine is a problem -- for even small ones weigh dozens of tons.
    - Submarines/bathyspheres didnt have overly fine maneuvering capabilities to deal with random ocean currents or the fine movements required to match up and join at a precise point, and with the correct orientation.
    - Docking arm mechanisms were too easily broken and more substantial ones dented the submarines.
    - Automatic systems were not reliable, even with improved maneuverbility.
    - Flexible docking tubes (like used at airports) were too easily damaged or not that flexible (constructed to be able to withstand 300+psi pressure).
    - Mechanical lock-n-winch and a guide (funnel-like) structure kept getting fouled and required extra maintenance.
    - Alignment guides for the final join matchup did work, but only in the last foot of docking approach.
    - Slow approach and careful maneuvering continued to be required, limiting consumer convienence.

    ---

    Abyss :

    The Abyss does look like an underground cavern (or a big hole very steep sides - like a volcanoes magma tube). The stalactite formations are a bit weird -- to have that much rock hanging fromn the ceiling really doesnt work at that scale (maybe its just a big fake projection to mess with the inmates minds - Sinclair might have come up with something like that to save expense).

    .

    Welcome to Rapture (sorry if you dont like it, you cannot leave) :

    "Formerly, the Welcome Center complex was designed to acclimate newcomers to Rapture..."
    If people cannot leave once they get to Rapture, isnt it a bit late for them by the time they get to see the 'Welcome Center" ??? ( Maybe they were brought the whole way with blindfolds on so that they couldnt figure out wehere they were ???) Better things to have awaiting new arrivals might have been advertisements for apartments, business opportunities and investments, Job application bulletin boards, a Bank branch office, kiosk with map of City ('You are Here'...), etc...

    .

    Fontaine Court ?? (seen on destination board in BS2 AE map) :

    - Actually is back the opposite direction of the Player's BS2 train ride path (the Transit Schedules lists destination in order: Dionysus Park -> Ryan Amusements -> Fontaine Court -- reverse the players direction).
    - A logical extension of the Atlantic Expresss in the other direction of the 'Short Line' is towards Neptune's Bounty. And Fontaine pretty much owned Neptune's Bounty and would have wanted a 'company town' nearby that he could control. Low cost housing that he could coerce his workers into renting (and gouging them for the rent and local business merchandise). You thought Sinclair Deluxe looked shoddy ???
    - New Rapture founded 1970 at Fontaine Court (originally Beowulf Gulch) which becomes 'City Center' of New Rapture. Close proximity to Neptune's Bounty (food), Hesphaestus (power/heat), Atlantic Express Depot (transportation).

    .

    Bioshock MMORPG fun starts even before the game does :

    Having Player Creation of much of the games content (via a well organized player community) -- even if the Alpha and Beta Phases (players reworking the original BS1/BS2/MP/DLC content into the new game format) takes 2 years, many players will be having fun doing the creation and other players who would be exercising the game mechanics and new assets (bigger and bigger chunks would be put on the Test Servers to test all the game features). Much better than endlessly speculating on a forum and wondering if they are going to push the release date back yet again. By the time the game starts, a large number of players would be familiar with the creation tools/process to continue adding new content. I'm sure the 'tools' and 'community' web interfaces can have lots of advertisements to help pay the way .....

    .

    Recycling existing game content - bonus :

    With all the locked/blocked/flooded/debris filled doors we saw in BS1 and BS2, the areas of Rapture we already have visited would be twice as large when used for the MMORPG. Those places would now be accessible (forcing dooors and doing repairs). With the initial content of the MMORPG being the assets used for the BS1/BS2/MP/DLC that would be a good sized space just by itself. One of the first test projects for the "Player Created Asset Community" would be players submitting proposals of what should be behind all those blocked areas --- logical structures/rooms, continuations of styles/themes from the adjacent area, details for what is to be contained there (lots of debris and wreckage in some, signs give hints for others).

    .

    Metro transit for the common man :

    The Metro System must have been considered early in Raptures construction for the interconnecting 'streets' to be designed with trolley tracks included (and possibly as several seperate 'local' Trolley companies). Some Trolley tracks may have been able to be retrofitted into some 'streets' and some new construction to expand/consolidate the system. The Atlantic Express simply was not flexible/extensive/convienent enough to serve alot of the city's transportation needs. After Kincaide bought out the smaller lines, a comprehensive integrated Citywide system was able to serve the city efficiently and to drive the AE out of most of its city passenger business. The Bathyspheres were largely inconsequential due to their limited capacity and premium expense.

  36. #116
    part 9 continued
    ----------------------------
    .
    .
    .
    Lambs dirty Money :

    For a collectivist 'utopia' there sure is alot of money on the Splicers around in BS2. Shouldnt 'the family' members share everything equally and money should NOT be required and actually should have all been destroyed ??
    But then Lambs Utopia was much more extreme/unworkable than Ryan's, and if anything far more disastrous and certainy hypocritical. Maybe like in other collectivist societies, the money was largely valueless - with little to buy with it and held onto with desperation -- old joke in Soviet Union - "They make believe they pay us, and we make believe we work". Coersion was the real coin of Lamb's realm.

    .

    A Sophia Taunt Button :

    With all the inane blathering and whining Sophia Lamb does at you (and at Eleanor too) I sometimes wish I had a button in the game that would make cutting replies/remarks to her collectivist/utopian/psychobabble drivel. They should have given us that, at least, as we never were allowed to get our hands on her in the game so we could "make a moral choice" with her. Alphas cant speak ?? Then an airhorn to blast at her over the radio. (Big Daddies with airhorns... hmmm that would have been interesting.)

    .

    Row of 4 Pneumo 'Tubes' in 'mail room' in Inner Persephone :

    The Pneumo system is not a 'Tube-goes-to-only-one-Tube system' as the systems auto-routers allow bypassing manual sorting at a Postal Substation (Post Office). So why 4 tubes here ?
    - A busy mail office would have a 'pneumo' Capsule ejector machine that pushes an incoming capsule onto a rack (and not just auto-dump the Capsules contents into a bin --- though that option could be arranged also).
    - One 'Tube' is sufficient for fast repeated sendings and if needed, an 'empty' magazine loader option could be added to a Deluxe Mailing Station (one that includes autocharging postage and punch-card or 'memory' resgister driven addressing.)
    - That location is also one of the dedication plaques commemorating activation of the Jet Postal Pneumo system in 1956 on the 10 year anniversary of the founding of Rapture.
    - Perhaps the Pneumo in Persephone is a 'closed system' with limited outside access (as in ONLY thru one 'outside' Tube in the Mail Room and the others 3 are to a dedicated/isolated system in sections of Inner/Outer Persephone (like the Wardens Office) to avoid the potential security problems of hacking/contraband.

    .

    Rapture - a real fixer-upper :

    Going thru BS1 and BS2 again and I think, looking at it again, that just giving the place a new coat of paint would be a major improvement. Turning all the lights on too. In the MMORPG, with Players picking out a section to renovate, they will see for themselves how impressive Rapture actually can be again, with just a little fixing up. Sure there are lots of leaks to repair and rubble to be disposed of, walls patched, corpses and trash hauled away, etc... But those will get done too.

    .
    Another 'tourist' destination to add to the list - Central Computing at Minerva's Den (See the Thinker and and dont forget to also see the newest Robotic Helper displays and have your picture taken next to that famous statue...)

    -------------------

    Yet More Quest/Mission Ideas :
    .

    One of the problems with MMORPGs is that you basicly do EXACTLY the same 'Quests' that many thousands or even millions of other players have already done or will do. And THIS MMORPG is to have alot more 'World Changing' which means that the results of the players actions change the world and are accumulative with other players (and even NPCs). So finding Quest mechanisms that allow that and also try to make it less obvious that there is another player doing the same quest at the same time is the goal.

    - Of course, simply having a huge number of quests/missions helps spread out the players.
    - Varying props, tools, timelimits, NPCs involved, sequence order of sub-scenes can mutate them.
    - Random/changeable location of quest-giver, communication method, quest verbage used.
    - Random destinations of quests (including using the 'bubble instance' mechanism to create temporary locations)
    - Sufficient optional details of quest substeps/goals that do different things (combinatorics is your friend)
    - Varying outcomes of success/failure/partial success/reattempts.
    - Quest details that can vary depending on players abilities/skills/history.
    - It should be nearly impossible to 'write up a walkthru' on the internet for a quest because it varies so much each time it is run (lets see if Infinite employs even an iota of this idea).

    - Re-occurring repairs/tasks (things periodicly break at various/multitude of locations) are good for 'justified' repeatable quests.
    - Quests that absorb resources - some are 'renewable' (it 'grows back' eventually from many locations preferably), others there are new sources further out (ie- repairing the Huge city will always have more to do...).
    - Changeable generic location used - quest sub-scene can be 'set up' at ordinary location (sometimes just a NPC standing there on a street corner...)
    - Maze terrain that player goes thru to reach 'the scene' and really cant trace path back afterwards
    - HUGE terrain that can actually be created 'on-the-fly' (seed generation) that takes a player somewhere noone has ever gone before and the player could return to later to see the same content (and results of their actions).
    The city is extensible (as are the tunnels underneath it) and the Sea outside is virtually endless.
    - Progressive expansion of City allows 'building' permanent results (world changes) and other players doing that quest operate on similar locations 'further out' as the city/territory expands.
    - Stepwise cumulative quests that have subsequent players 'add-on' their contribution, and if it ever gets finished, 'progressive expansion' can move it to the next site 'further out'. NEW constructioin can also be made (the map is VERY big so plenty of open space.
    - Limiting the number of players on a server (having multiple 'Worlds') will prevent 'burning thru finite resources'
    rediculously fast (faster than a plausible 'regeneration' mechanisms can adjust). No activating a 'deed' to place a pre-canned house in THIS game.

    ---

    Assist in repairing a Metro Station (example of 'Stepwise cumulative' and 'Progressive expansion') :

    Since many of the parallel transportation systems are not functioning (AE, Trolleys, Submarines) restoring a Bathysphere link would be an important step in expanding the City. In some situation its THOSE other transports that are the easier to fix, but for some locations its the Bathysphere route (it travels largely thru open water which is harder to block with debris/destroyed buildings and structures).

    - There are dozens of different parts of machinery/mechanisms/systems that have to operate to make one of the Bathysphere stations work (and thats actually a PAIR of stations for each route -- since the station on the other end has to work also).

    - The player would be given a task to complete - to do things like find/fetch/make a missing part, to install/repair a machine, to cleanout and unfoul a system, and numerous other jobs. Once that was completed more repairs could procede.

    - Many players would have to contribute to make progress and since Metro Stations usually operated more than one route, even after one route was 'fixed' there were additional routes to repair at THAT station. And after THAT station was fully functional (except maybe for 'extras' like automatics) then there are plenty of OTHER Metro stations that need fixing.

    - So this kind of multi/group quest/mission set allows players to 'change the World', and actually see and be part of progress for the City's restoration, It provides constant "Player does it if they feel like it" game 'missions' available to large numbers of players.

    - Things break periodicly so the skills a player develops could be later called upon to restore operation for a Metro route --- by another random 'repair' type mission.

    - Assisting the City Rebuilding earns the player 'prestige points' which open up other possibilities.

    .
    -----------------
    .

    Secret Societies ??? (shhhhhhh) :

    - Ryans Private Reserve - the remainder of Ryan's substantial surface organization that still maintains a connection with Rapture and has resumed obtaining and transporting critical resources for New Rapture (their agent Jimmy Bondot shaken not stirred...) was contacted before Tenenbaum returned). Ryan's followers who long held control of Hespaestus joined New Rapture and brought their contacts with the Ryan's surface organization.

    - The Shadows (***fill in something here***) Splicers who never went mad -??????

    - International Order of the Prawns ?? (one big excuse for drinking booze while consuming seafood?)

    - Spy's from other factions IN New Rapture... (the name is Bond .... Jame Bond.)
    ------ Mysterious coded phone calls and radio traffic...
    ------ A gun disguised as a fish !!
    ------ "The Secretary will disavow any knowledge of your actions... (this AccuVox will self destruct in 10 seconds...)"
    ------ New Raptures 'the five' (secret intelligence group) work dilligently to keep these enemies at bay.

    - The "Atlanteans" ( obsessed with some sunken city myths or somesuch -- likely need their 'meds' adjusted)

    - The "Yacht Club" (a group of genteel 'entrepreneur' smugglers who existed even before Fontaine started his 'Operation')
    ----- They sometimes did little favors for Ryan ??? they were rather discrete and even tipped off the security to their more blatant 'competition'.
    ----- Rumors that Wahl used the 'Yacht Club' to smuggle needed goods to locked-in/cut-off Minervas Den (trading for valuable goodies taken from Air-Tite Archives).

    - Fight Club --- rule #1 Dont talk about Fight Club.

    - And More, too secret to mention here....

    -------------------
    .

    Non-Secret Societies :

    - Brotherhood of Deep Sea Divers (another group organization). At one time there was a significant number of Divers employed to construct and maintain the City (The Big Daddies didnt come into existance until after the Kashmir Incident). Still in existance (Big Daddies are honorary members, but never seem to com eto the meetings).

    - Friends of the Big Daddies - those who think the city owes a debt of gratitude to the endless work the Maintenance Daddies did that kept the City alive. Constantly petitioning 'the Clinic' and City Council to do something to 'save' the Big Daddies from their servitude.

    - Saturnine werent overly secret (Jack massacred most of them apparently)

    - The Train Spotters Club. Not much opportunit to 'spot' anything new in Rapture.

    - Rapture's Stamp Collectors club all seem to have died in 'the chaos'.

    ----------------------
    .

    What is the place of the Big Sisters in the MMORPG ?? :

    - Still around (and the lil sisters still around)
    - Can cause major problems because of their power, if they attack the City or Citizens.
    - What did they do before (that they are probably still doing) - protecting little sisters that the Players are trying to rescue (so you can expect some conflict).
    - Big Sisters are a major adversary so wont be easy to overcome. (not really anything can yet be done for them -- like 'rescue' them, though Tenenbaum would want to examine any captured ones to get more data (their ability to teleport might make them difficult to restrain).
    - With Lamb gone, where do the Lil Sisters go to deliver their ADAM ?? (There also would be more (Little Sisters and Big Sisters) in other parts of the city that Lamb didnt control.)

    .

    Intelligence Center in City Hall :

    - Situation/status display of known Splicer groups and factions (overlaid on current maps marking Citizen territory)
    - Special "Group of Five" who oversee Raptures Security concerns, can give special misssions to experienced operators to interdict 'problem' Splicers.
    - New Survey information and Intelligence gathering are analyzed for risks that need 'handling'.
    - Threat Chart (the Big Status Board - tokens being pushed around on a big map like in the WW2 movies) - indicates any developing 'dangerous' areas.
    - Coordination of Player missions to help identify and handle 'threats'.

    .

    Razor Blade Manufacturing :

    - Side effect of the Splicing was Splicers not growing beards apparently, as the razor blades in Rapture ran out after a while (or people started to use straight razors again for the obvious use instead of cutting throats).
    - Maybe they used Incinerate to burn whiskers off??

    ---

    Commuting into 'The City' from the 'Suburbs' :

    - Residential areas spread out from Rapture with numerous people who didnt care to spend their lives in tiny city apartments. Atlantic Express lines brought people into the City for work and took them home at night. Trolley 'Suburban' lines were extended to reach the 'near' communities.

    - A whole mountainside (the leeward side) of Mount Ryan was open to development and some entrepreneurs built a substantials number of 'houses' and communities outside the City. The cost was held down because the buildings were largely tunnels in bedrock (built using the tunnel boring machines) and did not require large foundations or expensive structural materials (Ryanium) -- they required only a few small windows. The typical house was 10X as large as the typical apartment in the city. 'Yards' in large-ish tunnels offered space for gardens and other 'outdoor' type activities. Fortunately Mt. Ryan is largely 'diamond hard' igneous rock, well suited to self-supporting tunnels and caverns.

    - Networks of large underground caverns and tunnels were built to interlink the houses and community facilities (the tunnel boring machines cost about the same whether they were operating or not). Numerous parks were planted and specialty agricultural produces took advantage of the spaces. 'Town' Trolley systems were used for local transportation. Bicyles were also actually useable with the tunnel paths, without heavy/congested city traffic .

  37. #117
    Flexible building design - allowing uniqueness and changeability in Rapture :

    .

    Diagram - http://img843.imageshack.us/img843/2...structures.png

    (construction elements layers)

    .

    Diagram - http://img267.imageshack.us/img267/7137/patternsk.png

    (modular damage)

    ---

    Modular construction - objects & Patterns :

    .
    Buildings would be assembled out of a variety of object types :

    The Outer 'structural' Walls define a space. These Outer-wall building blocks fit together in related sets only certain ways. They need to define a closed space - with the walls keeping the ocean out, and doorways and other portals (utility conduits, windows, etc..) have to exist to allow access. Some sets of patterns are 'expandable' - example- where there are two end walls but middle sections can be replicated in a row to define a needed dimensional space. Floors in a high-rise likewise would be repeated (stacked) to achieve the required size of the building.

    Modular Windows pentrate the Outer Walls and are an important factor that shapes other building details (that have to be adapted to their shape and fit around them). Various window sizes/shapes would exist and the Outer Walls would accept inserting windows at certain predefined points (slots). Some building do not need windows and the slots would not be used and there would be a plain blank wall there instead.

    'Section' objects fit inside the space defined by the Outer Walls, and are composed of floors, 'Inner walls' and 'Dividing walls' (which themselves optionally have doorways/portals/windows thru them). A number of Section layouts can be substituted with different combinations suited to the intended use of the space.

    The 'Section' divides up the space into rooms/closets/hallways with the specific placement of walls/doors. We've seen shops with windows set into interior walls (ex - Pawn Shop in Paupers Drop...). Some interior 'walls' may be in the form of cabinetry (ex- shelves and bookcases built into walls).

    Walls/floors/ceilings have some repeating structural pattern based on supporting beams and the structural surface sheets. These details are usually hidden so can be chopped up/fitted somewhat irreglarly (fractions) to match the required dimensions.

    Once Inner walls and floors/ceilings are placed, they can have decorative surfaces attached to them (working around/fitting any portals). These Surface patterns are flexible in their dimensions and have fine repeating patterns that allow them to be adjusted to fit a required position. Often margins strips can be ajdusted to make up the diffrence between the space available and a fixed size tiling.

    Behind the walls there is space left for vents, standard pipe and utility lines and equipment which have fairly standard positionings (unless otherwise specified). These utility conduits usually penetrate structural floors
    at well defined standard points, but if needed the modular floors can be adapted to any combination required.

    .
    Some structural building Sections fit sets of much thinner (non-structural) floors (different from diagram). The position of those floors can be more varied (like open spaces, split levels, support struts, balconies, railings, open staircases, and other such building blocks). A common building 'Section' pattern might be 2 stories tall (think of various places in Poseidon Plaza) and allow variable placements of floors/stairs/railings, allowing a much more interesting split level arrangement.
    .

    Adjacent buildings will 'link-up' connecting the buildings external portals. There is a great deal of flexibility in the ways buildings are linked (the viaducts walkways have turns/angles, Ts, Ys, upsteps, support attachments, and having a stretchable straight section would allow an algorithmic 'fitter' program to do most of the hard bits in a connector tool (its what the auto-generator system would make use of)

    .
    ---

    Terrain/Object Substitution/Deformation :

    .
    Allows substitution/replacement with a 'damaged asset' or when repaired to a 'nice clean asset'...

    Layers that let you get to the 'detailed' bits of Rapture and more realistic presentation for different places (crappy residential apartments have bare concrete walls and exposed pipes, etc...)

    Players and the Auto-Generation system can have alot of options to work with, to create more 'unique' terrain.

    Mechanisms 'behind the walls' (can be abstracted until someone 'opens it up' and then 'built-on-the-fly' can compose an appropriate detailed set of objects). Logical patterns of utilities are part of a 'rooms' pattern/template, controlled by abstract attributes associated with the 'room'/'section' object.

    Divisable objects (unitized repeatable patterns - think of them as 'tiles') - consolidated objects that allow piece-wise modified. Start as large common pattern object (to simplify Database and rendering) but as soon as some unique change is made that 'large' grid object can be broken down into a group of smaller unit objects that now can individually be substituted to reflect the change (like a large hole you can see thru at one point and the rest of the wall still intact). An example would be a floor (one object) of all the same 'tiles' replicated as a grid. When one tile is broken the large object is broken up adding the new single 'broken' tile and then the surrounding floor in as few objects (smaller grids normal tiles) as possible -- no need to break a 10x10 tile grid object into 100 seperate tile objects when 5 objects will work. Further damage would cause those grid to be broken up more, if needed.

    Mutateable objects - not just substitution but objects with a 'mesh' shape that can be changed/deformed to reflect the changes made (and become permanent data). Ragged holes can be made and even overlapped cumulatively making the damage look alot more realistic.

    Deformation 'in-depth' - Large deformations can effect many adjacent objects and even object of different kinds --- not just wrecked wall section but wrecked decorative layer and wrecked decorations/fixtures mounted on the wall, and damaged utilities behind it and marks on the structural wall behind that. Debris gets strewn on the floor.

    With repairs (player/NPC actions), individual 'tiles' would be automaticly (server function) re-merged with adjacent similar objects to simplify the data/processing (and the rendering load on the Client) and the simpler grid objects can wait until the next damaging effect (if ever).
    .

    ---

    Structural Insulation and Heating (details behind the walls) :

    .
    The Sea Water outside Rapture is ice cold and no matter how thick the concrete walls (which has a very poor insulation factor), heat will be pulled out through them continuously. Water condensation inside will form ice if warmer air is not circulated -- especially important near pipes and anything electrical, which are usually located between the inner and outer structural walls (utility space).

    A constant stream of warm air is created by the structural heating system. Convection from heat given off by hot water circulation in pipes (from Hesphaestus or an independant builing unit) would rise thru the wall spaces and back down again to cross a cold precipitation surface (the cold outer concrete or metal wall) to condense excess humidity (which flows down to the sump below the bottom floor). The warmed are would also keep the outer surface above freezing temperaure to prevent ice formation.

    Only a moderate temperature needs to be maintained in the utility spaces to prevent icing and the living space is to be kept at a somewhat warmer temperature (local thermostat control).

    Insulation should be located on the hidden side of the inner walls/ceilings/floors to prevent heat loss from the living space. The regulated ventilation/environmental systems keep the living space at the appropriate temperature.

    Insulation would be something with a sufficient insulation value (air pockets and dissimilar materials and something water/moisture wont degrade).

    Some (more expensive) residences may have under-floor heating.

    These details are visible in areas where there is much damage (or in some of those really cheap apartments).

    ---
    .

    Creation Tools (ease of use wanted) :

    .
    The different building objects have 'pattern sets' they belong to and their sub-objects (objects that would be inserted into them) likewise have 'pattern sets' of objects that can be substituted.

    Construction options are basicly picking from a presorted/filtered menu of useable substitutions and the tool will show you what it looks like. Common/logical arangements (like the 2 end pieces with a expanable middle piece) are added as a group together.
    Sample (preexisting) constructions would be provided with 'typical' details already assembled so that the user can get going on the interesting bits or modifying and detailing (most of what makes an interior look unique are the decorations and furniture contents).

    Fitters are programming to which the the player specifies a global choice for a theme or other overall attribute and the tool makes the changes and adjust things in the composition to match. 'Fitters' logic fills in details matching what the user has already specified - and saves alot of tedious work.

    This all leans heavily on the modular and hierarchical nature of the object data and the ability of scripted templates to apply common changes to groups of objects.

    The Auto-Generation mechanism in the MMORPG use alot of this functionality when automaticly building up new sections of the City as the players Game World expands. Its not all random, as from the start major features would be planned out, with data that would guide the way the city would logically grow (seed maps). Fortyunately alot of the city is ruins and pretty messed up, so that what got 'auto-generated' wouldnt have to be as exactly detailed compared to if it was all brand new and poplulated as in 'the good old days'. Alot will be rebuilt by the players and THEY will add alot of the exact detail.

    ------------------
    .

    Auto-Damage Generation :

    Damage and destruction - mutating scenery objects.
    - Holes that show hidden layers behind (which in turn may have further holes)
    - Decals for minor effects (dents, scortching...) similar to what you saw in BS1/BS2 (except the MMORPG decals are permanent and cumulative -- can mutate into more severe damage.)

    Debris - clumps of appropriate materials
    - Become objects that can be manipulated by player - these too are group objects that appear to be many small bits but until the player interacts with them (like starts cleaning them up) are simplified to fewer objects to optimize Database and Rendering.

    Real Secondary Effects on utilities/ structural objects
    - Sparks/fires -- fires cause further damage that progresses over time
    - Leaks/flooding -- puddle objects and bigger effects if there is enough major damage
    - Malfunction/disruption of utiliy services -- systemic damage that effects other object that are 'plugged into' the utilities.

    The 'damage' that the player will see is done by adding additional objects and rebuilding objects meshes algorithmicly on the client.
    - The bulky object mesh data isnt sent, instead a set of coefficients are fed into a generator function that builds the required data 'on-the-fly (including the mutations needed for the 'damage' locally). The base 'pristine' shape data already exists on the Clients Object Dictionary (a disk database).
    - Various static data like textures and basic object shapes would already exist on the client's disk database).
    - This also allows presentaion (LOD) Level Of Detail for different platforms and detail settings (simplified data would be built to be shown on less than optimal hardware.

    ---
    .

    Creations of special 'one-of' buildings by players :

    Some buildings have too unique a shape to have more than one in the city, some kind of grand architecture or some really distinctly arranged and decorated building. Players may submit them as such or the community/company will decide to make it a special building.

    An environment in which it can be correctly placed will be determined or will be selected on the city map which is appropriate (substituting it for a 'closed' spaceholder building, prefereably away from where large numbers of players have seen it (placeholder buildings might start with a jumble of debris and obscuring seaweed so that the outside shape was largely indistinct). Placement "Off in the Ruins" may be the simplest method as long as the buildings proper environment restrictions is met. (You wouldnt have a grand museum in the middle of the warehouse district...).

    Once the asset exists (created, accepted and published), it may be placed in different location in each server World. Some of these special building may be 'special' only in their interior and so can have a generic building outside, making them more flexibly placed.

    Smaller units than complete buildings likewise can be treated this way -- special shops or arcades can fit in any compatible 'section' slot in a building. (in some cases the business originally owning a 'shop' may have had more than one replicated in different locations in the city). They would get placed in the appropriate environment (ie - a shop in a building that is a group of shops, a residence in a high-rise or 'court' style apartment block, etc...)

    Such buildings may have complete details - including business/brand names, with signs and advertising (which can be inserted in other parts of the city ). Some will represent 'working' etsblishments - run by NPCs to populate the rebuilt city areas, and others will have damage of various extents applied and be put in 'the ruins'.

    Hopefully many such building will be manually created as they can have a more cohesive/coordinated design (and feel) than the semi-random auto generation process can create. Their patterns of course can then be 'templatized' so that some of their design can be reused and mutated (furthering the available patterns the auto-generator can make use of).

    Some significant 'one-of' buildings (like the stadium) which would have many activities tied to it, will be requested in advance/early from the Creation Community (if the company devs dont just do it themselves). There probably will be many such in the city (we really dont want Rapture to look like all of the city was built cookie-cutter and be bland and repetative).

  38. #118
    Re. the buildings you have just been describing, is this some sort of modding system.
    The game developers publish blank building templates/texture maps, I download the templates/texture maps, use Photoshop etc. to put bricks on the outside, wallpaper on the inside etc.
    I then submit my modded building to the referee panel and if accepted my building goes into the game.
    Would beginners be able to do this using something simple like TexMod, or is it only for experienced 3D modelers.

  39. #119
    Quote Originally Posted by Adamada View Post
    Re. the buildings you have just been describing, is this some sort of modding system.
    The game developers publish blank building templates/texture maps, I download the templates/texture maps, use Photoshop etc. to put bricks on the outside, wallpaper on the inside etc.
    I then submit my modded building to the referee panel and if accepted my building goes into the game.
    Would beginners be able to do this using something simple like TexMod, or is it only for experienced 3D modelers.
    .

    Yes, this is a modding system designed to let the maximum number of players possible create things for the game.


    Now this MMORPG is much more interactive/detailed than most (or all?) and objects will act more the way they would in the real world (hence all the hidden data defined by expert creators) -- that painting you could throw at somebody, or you could trash it by stomping on it or you could paint some more on it to modify it. ALL the objects are define with real attributes to make them behave correctly when manipulated, and 'damage' is a big aspect of THIS game, after all, so repairing things is also a big part of the game.

    Note- there is 'in-game' creation (described further down) and 'out-of-game' creation that builds asset templates (immediately below).

    Out-of-game-creation :

    The levels of modding is broken up into many tiers with really complex stuff (like NPC behavior scripting and 3D shaping) seperated from the simpler tasks like inserting premade walls/doors and setting wall textures and placing wall decorations (ie- wainscoting and various mouldings ...) and furniture props (which might be easier to do, but actually take more imagination to make them feel right). One type of modding is Creating new wall textures (ie- wall paper patterns) which once they exist can be used by other people.

    Some players create the building templates and then many others use them to create the actual game assets. (Note- tools to do all this are integrated into the game system -- preferably 'easy to use' tools).

    The system would include ALOT of premade/pre-existing stuff ( all with the complicated attributes data that make them work in the game already done) that players would add detail to. Example - the picture shows an existing standard building structure (with all that complicated behind the wall detail data already defined - so that the server will know what to do when the scenery gets damaged).

    You would select that building pattern (say for a floor of a high-rise) and first move the dividing walls around to where you want them (within the limitations of the outer structure) and then place doors (the building template would probably already have windows placed). The location of the floors elevators/utility shafts/stairwells would already be defined and you would work around those. The walls are blank (you dont care whats behind them ... that is already taken care of) and you would select what textures/details you want for the ceiling/floor/walls. If things like kitchen details are needed, there are standard object groupings for those you can place in the appropriate locations (the 'plumbing' for it will be 'fitted' in the database automatically).
    There would be cabinetry objects to imbed in walls or to place in the middle of floors.

    You can save at this point and turn it into a template to use repeatedly for further fine detailing (for a high-rise you would expect the room patterns you just created to be duplicated many times on a number of floors).

    Next you can start adding more unique detailing - but remember these assets you are creating maybe for an 'auto-generator' to use that will either create some rooms for a NPC in the civilized part of New Rapture or will be used out in 'the Ruins' to create wrecked/abandoned buildings that will have alot of damage and decay added (and any contents trashed) - which the auto-generator will have lots of ways to do. SO if you are creating only a template, you would have placed markers in the various roooms (like living room, kitchen, dining room, closet, bathroom, library, anteroom, storage, workshop) that would be clues for the auto-generator to fill in further details.

    If you decide to create a unique place with specific details (to create a coordinated/cohesive theme) you can set that mode in the tools and start adding furniture and decorative details (which would have been produced by the 'objects' part of the creation system) with exact placements and settings variations on those props to match the look you want (the 'canned' objects would have their own adjustable attributes for textures/color combinations). You may wish to define your groupings of furniture as their own templates to be submitted seperately (thus creating another detail 'object' to be reused elsewhere).

    You would submit your creation and it would be inspected/vetted for 'proper' content and then eventually become part of the set of 'templates' useable for the game.

    -----------------

    In-game-creation :

    Now you would also do much of this IN the game when you are assigned a location to repair and 'fix up' (like for your own Avatar's residence) and you could do the actions to make the location look the way you want (fix the walls and decorate them, buy the various furniture props and place them). All the typical 'house' things you do in MMORPGs except in this game they are much more customizable (multitudes more items to select from) and actually have utility. That takes more time (because you cannot always find exactly what you want, but with the New City already recovering there would be alot of stuff availabel from NPCs).

    Unique items like art - I already proposed there be 'in-game' tools to create individual art objects (paintings/sculptures/stained glass/topiary,etc..). Im not sure if 'importing' will be allowed for this (would have to be something pre-vetted). But once the item was created it could be added to the players residence or given to another player (sold..)

    A neat idea would be that if you did create an in-game art object this way, you could export it and submit it to be a 'template' object that could be used in the OTHER game worlds to decorate NPCs places -- your creative effort should not be wasted AND the auto-generator can ALWAYS use more unique things to place in the game.


    ---------

    Way up there in the 'wall of text' of my postings I go into alot of this process in more boring detail. But here is a list of some of the things that players would be able to create :

    Simpler 'objects' :

    Textures (wallpapers/floor patterns etc.. or as attributes for other objects)
    3D item shapes (like my favorite example 'chair')
    Music (midi to start)
    Furniture/prop arrangements (including typical stuff on street corner or a Splicers lair)
    Signs and marquees (neon sign tool)
    Emotes and gestures (poser type editing)
    Voice clips (including audio diaries)
    Standard behavior scripting (reactions to standard situations like NPC walking into someone)
    Particle effects (fires/leaks/sparks/fountain water displays, etc...)
    Shop layouts (for NPCs specific businesses)
    Unique art item (mentioned above)
    Building sections (the floor layout editing mentioned above)
    Newspaper articles (Rapture Tribune is back...)

    More complex things :

    Ghost stories (like in BS1) with dialogs and stage directions of movements
    Cut-scene choreographing
    Radio/TV ads and shows (combination audio visual stuff)
    3D building design (creating the structural building blocks that all the detailings stuff fits into)
    Combat logic scripting (we can always use smarter Splicers)
    NPC behaviors (complicated scripting)
    Dialogs (canned interactions used for vendors and quest/missions)
    New Fabrication Formulas (U-Invent type patterns for manufacturing/repairing items)
    Quests/Missions -(combines alot of other assets and alot of logic/scripting debugging)

    Tutorials on how to use tools (yes a 'player creation' - writing up 'how tos' to make it easier for others)
    Tools and plug-ins (there are many players out there with more programming knowhow than most game company 'devs)

    Mini-games (big aspect for this MMORPG ---- mini-games that you can play on your tablet or palmtop that have a direct effect on your game world playtime - without always having to be on your highpowered 3D PC/console ...) Toolkits for 'games' provided top make this easier (think of a starting template being a variation of the piping 'hack' game in BS1)

    -------------------

    It would be logical that the company devs (once the modular system was working) would be to first recyle ALL of the BS1/BS2/MP/DLC content and extract the stuff there to be made into 'objects' for the modding system (thats alot, including whole building shapes to get them started). Part of the process would be farming that out to player 'creators' even before the main game started.

    ---------------------

    Sound complicated???

    Yes it is -- which is why it would be a major major effort to develop (tools alone) and why game companies havent done it (and many probably couldnt)

    .
    Last edited by watchman; 06-05-2012 at 05:54 AM.

  40. #120
    Flying Security Bot

    ------------------------------

    Picture - http://img85.imageshack.us/img85/7083/flybotx2.jpg


    Unlike some of the other kludged together security devices (Turrets out of swivel chairs), the Fly-Bots required a bit more deliberate design - supposedly made from boat motors, but that is only a small component of the entire complex mechanism (like 10X as complicated with many more limitations on how it has to be constructed).

    --- Fly-bot Construction ---

    Lightweight frame
    - Duralumin (aluminum alloy) and fiberglass composite

    Engine :
    - Internal combustion piston engine, carburated flat 2 cylindar, 30 HP, aluminum engine block
    - Cooling system - air cooled
    - Gear case/clutches/transmission to rotors and Steering Prop
    - Electrical Generator and Battery
    - Self-Starting Motor
    - Fuel Tank and Pump - uses 87 octane gasoline, 1 gallon for 20 minutes operation (~7 lb/gal)

    Rotors :
    - Fiberglass composite (WW2 tech)
    - Dual contra-rotating for lift (eliminates single rotor axial rotation issues - no need for tail rotor)
    - Steering propeller and rudder
    - Hardened rotor tips and lights

    Gun :
    - Allegedly the gun is a modified Thompson SMG (fires .45 calibre pistol-sized ammo)
    - Ammunition feed and box - belt fed (as shown).... normal Thompson SMG is magazine fed, NOT belt fed)
    - Alternate weapons - rockets, electro gel, (laser ??)
    - 200 round drum magazine probably would have been a simpler ammo arrangement (instead of belt ??fed and fruitbox and no mechanism to handle the spent belt...)
    - (ammo is .75ounce/round X 100 = 5.3 lb with light belt)

    Lights :
    - Spotlights
    - Emote Color indicators
    - Flash ID signal (for other bots and security systems)

    Sound generators - tweeter, warning signals

    Sensors :
    - Scanners / camera - target identification
    ------ BW Optical image scanner
    ------ Detects Friend ID markers (coded flasher signal tags worn by security personenel) ??? no genetic detector (too sophisticated...)
    - Gyroscope Compass - stabalization and navigation
    - Sound detection & directional unit
    - Sonar system - high frequency sound - echo obstacle avoidance

    The Brain (control system) :
    - Mk-3 Super-Slug Logic Unit (bio-electronic control logic disks)
    ------ Opto-visio-interpretor (interprets scanner/camera inputs)
    ------ Sonar interpretor (delay-distance calculator logic)
    ------ Tactical mapping system - records flypaths/navigation maps
    ------ Terrain reading logic (cognitive summator)
    ------ Moving object discernment
    ------ Target lock-on and tracking
    ------ Gunsite trajectory alignment calculator
    ------ Command controller and engagement logic

    Radio link :
    - External Command/Event direction
    ------ Alert calls from Security Scanner, Alarms, Human issued commands.
    - Status reporting (to base, forwarded to Security Control)
    - Inter-unit coordination
    - TV/Telemetry image transmission for remote control/monitoring

    Remote control (Human direction) :
    - Fixed station console
    ------ TV camera feedback - limited range transmissions
    - Walkie-talkie sized controller, allowing onsite control/guidance

    .
    Weight :
    . 50 engine+gearing+battery + 30 frame/body+structure+rotors + 10 gun+feed + 15 200Xammo + 7 fuel + 35 avionics + misc === ~ 160lb

    ---

    Security Fly-Bot Station Facilities - Security Bot Ready Station :
    - Ready Rack docking station (where Bot sits ready waiting), usual complement was 10 Bots
    ------ Auto-refueling and charging, station fuel bunker (converted Jerry-cans)
    - Ammunition reload (manual)
    ------ Belt(or better a drum) loader machine and ammunition supply
    - Radio Relay & comm line(alarms) dispatcher system
    - Local Repair/maintenance workbench/parts bin (manual minor repairs)
    - Station security system
    ------ Locking armored doors (ID recognition locks) + Flyways
    ------ Optional station security apparatus (turret covering entry door...)
    - Wheelbarrow to go collect derelict Fly-Bots
    - Fire Extinguisher to put out fire on burning Fly-Bots (and keep them away from the fuel bunker...)
    - Control console for monitoring and manual overrides (with built-in ashtray and cigarette lighter.)
    - Backup generator and ventilation system and coffee maker and hotplate

    - Citizens should be aware that in some faction areas, smarter Splicers have control of the Security Bot stations.

    ---

    Automatic behavior problems :
    - Not safe to use in populated areas (target confusion and friendly fire issues)
    - Best used with remote high-level command guidance (permission to 'fire on target' ...)
    - Use in 'restricted' and 'off-limits' areas (free fire zones)

    Security Bot Shutdown :
    - Not the greatest idea to have them go dead (better to have them return to station, instead of leaving them inert on ground to be destroyed or hacked).
    - System should have been for security personnel to operate and primary function to activate a Security Bot Alarm (manually calling Bots to the Vicinity).
    - Would these have had a plasmid detector, so that they would not be useable by Splicers???

    Activate Like a fire alarm.....hmmm .... Idea -- Fireman Flybots with fire extinguisher...

    Units are 'trained' by walking them thru their 'beat' to map out flying paths and to locate the various scanners and alarm sources that they are assigned to. The Mk-3 Super-Slug Logic Unit has memory capacity for several dozen patrol locations. The unit also has a 'mode' to auto-map-out a security perimeter area.
    .

    Security Bots are used by City Security forces for automatic area security and to bolster personnel operations.
    Simpler units (Post Civil War with no fancy computer) are remote controlled via TV link from a Security Station by an operator.

    Spare Parts are available from Minervas Den (Mk-3 Super-Slug Logic Units are in particularly short supply as Subject Sigma apparently shot up one of the few working programming units).

    The City has a Bounty offered for working/damaged Fly-bots/parts (many a Splicer hoard has the characteristic 'shiny bits' as a trophy).

    MMORPG players may be able to get private use of Fly-Bots (best used for defensive purposes as the remote control units are difficult to use in unfamiliar territory or where there is significant obstructions and wreckage (like much of 'the wild'). They also often tend to start shooting at anything that moves. Fly-Bot units are not condusive to 'quiet' Team movements.

    ------------------

    Mini-game - Security Fly-Bot FPS.... (carry out your missions and earn your 'wings')

    .

    Idea --- contest - player programmers to program ( script ) Security Bot bio-brains (Mk-3 Super-Slug Logic Unit) to compete for various mission profiles, Within limitations given of inputs available sensors and functions. Mini-game interface used for simulator.

    .

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