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3079 is a futuristic, open-world action first-person role playing game. You arrive on a planet experiencing constant war. It is your duty to find out why the warring factions cannot find peace on their own & hopefully restore it yourself. All areas, buildings, items, quests and characters are randomly generated. You will find unique lands & challenges. I hope you enjoy it! "Just want to say again that this is a great game! For those of you who feel like its a minecraft copy just beacuse of the cube textures used you really need to rethink what a game is about! The game play of 3079 is nothing like minecraft it is pretty unique as well as how the weapons all have diffrent stats and colors kind of reminds me of Borderlands. However it is still an original idea for a game and i still play it from time to time. You should at least try the demo and if you like it please buy it and support fruit! :D Still give it a 9/10 ! Best Regards, Adam" -- SeaNanners Sequel @ 3089game.wordpress.com

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Building Help (Games : 3079 : Forum : General Discussion : Building Help) Locked
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Sep 8 2012 Anchor

I'm attempting to do some tunneling under my mountain top home, and cannot for the life of me figure out how to more precisely destroy rock, at the moment the way I'm doing it is by using satchel charges, effective but messy.. Please tell me there is a better way? Also, the "Home Waypoint" block, how does it function?

I really like the game, but I was a little more then disappointed to find it was in Maintenance mode, would love to see more content and features for the game, has such untapped potential.

Thanks and please keep up the great work!

Edited by: donnyp02

Sep 8 2012 Anchor

The home waypoint block just lets you type /home after pressing enter, and it will teleport you to above the home waypoint block.

Sep 8 2012 Anchor

There is no more precise way to destroy rock... rock was originally designed to be indestructible, but then I allowed satchel charges to destroy it for certain situations. Basically, I want to keep players above ground (for the most part) where all the action is, and I want the terrain to feel more "solid" than Minecraft (since I want players to focus on RPG action and not world modification & building, even though those features exist).

aang2001 has the home block use correct.

3079 has gone through many cycles of content/feature suggestions and additions. What is the biggest untapped potential you see?

Sep 8 2012 Anchor

Someone wrote:
3079 has gone through many cycles of content/feature suggestions and additions. What is the biggest untapped potential you see?


Well first of all, you have this Huge expansive Role Playing game, and the only thing to do are less then a handful of different missions, and kill. You have the potential for players to make their own huge worlds. Playing off a few others ideas, you could have npc's that you could place in your stronghold, or get to follow you. One idea would be to make a spawning area where the mobs are a lot stronger (like an actual hell portal or something), not necessarily barbarians that kill you in one hit, but would make it challenging enough you would have to engage the area with friends via multi-player, or have an army of npc's tagging along with you. If a player wants to build, let em, you already have it in the game. Make blocks non destructible below a certain layer of the map to keep players in bounds, if a player wants to level a mountain, so be it! After mother-ship battles I see huge gouges in the terrain It could be an amazing sandbox style game with a little more leniency to the player being implemented. You already have turrents, put in automated AA turrets as well. They don't have to be one shot kills like IRL, but would be a slight deterrence.

Why can you not pilot the Mother Ships? This would be amazing! The bombardment from the mother-ships destroys objects just like satchel charges do. So for example, give player laid blocks varying health's, the stronger cost more. Now take this on a MP aspect, you could have groups building bases in different parts of the map. The opposite team would have to scout out the base, and in order to take it down would have to use a mother-ship, in the building could be some type of objective. Since your game is based on factional warfare, assign a game goal to a certain object, or give the teams the responsibility of protecting the Demon Lord. All the while dealing with player lead npc's and the current mobs in the area as well. Mega faction complexes could be spawned, in order to take them over, you would have to use a mother-ship, hack the computer, and would have to reconstruct what you destroyed on the base to bring it back up to 100% functionality before it would switch factions, or be neutral while your rebuilding, and once done be populated with NPC's. I'm still confused as to why I've taken over base after base, and I still don't see any npc's in the base to make it actually functioning.

Instead of all the enemy faction bases having unlocked doors, and you can camo around and kill everything in it and that's it to take it over. Make the computers hack-able to where you have to have a certain skill level to get in to. Or a timed hack where you have to defend the base from incoming drop ships of enemies, etc.

I could do this all day bu I don't have the time nor the desire to type paragraph after paragraph of what you could do with this amazing game. If you are actually interested in expanding your game, potentially to the popularity of Minecraft, drop me a line and I'd be More then happy to help in any way I can.

P.S. Not sure If I'm playing this wrong, but what the hell is up with the planes? While landing the craft on a building, holding down "X", if you come with even the amount of contact of a feature to any object, you are instantly destroyed. The npc's flying these same planes can ram in to anything, including you and just unleash an ungodly amount of damage on you, and their planes are just fine. This seams more then a little broke to me. I think the ships should have more health, or at least not destroy with the slightest contact with objects. I understand completely the lack of damage they do with their weapon currently, but not having a ship that looks like solid metal act more like balsa wood.

Edited by: donnyp02

Sep 8 2012 Anchor

The different mission types are: protect an NPC, kill a leader/merchant/enemy, find an object, install a trojan on an enemy computer, deliver an object, destroy a mothership & takeover an enemy fort. These missions may also require you to not kill any extra targets or be detected. There is also the main storyline missions which require you to track & kill demons, take down the demon capital ship and finally kill the King Demon. I'm not sure how you define a "handful" of missions, but there is plenty to do.

You can already have many NPCs following you. Have you tried using the "follow" key on friendly targets?

You cannot pilot mother ships because they would completely unbalance the game. Mother ships (officially called "capital ships") are meant to be huge & powerful. Being able to enter one would allow the player to destroy swaths of enemies (and other players in multiplayer) and pick up endless amounts of loot. Capital ships are meant to be feared... if you want to fly a ship, fly the mini-fighters, which are balanced for the player.

Players can already build separate bases and wage war on each other. This is one of the reasons I created the "trap" blocks. "Mega faction complexes" already exist, and you start in a friendly one at the start of the game.

After taking over a base, it should spawn friendly NPCs after awhile (you may need to leave the building for a bit and return to it). If this isn't happening for you, a bug might exist that will need investigation.

Your explanation of going camo and killing everything, then hacking the computer to takeover the enemy base is how it is implemented now. You don't have to go camo, since some players may not have that skill fully trained, however.

The mini-ships are designed to be balanced. You hop in a mini-ship to get a strong weapon and the ability to fly quickly. To balance these abilities out, the ship requires skill to fly and land properly -- if you mess up, you die. If you feel like you are going to mess up, but don't want to die, you can eject -- but your ship gets destroyed. NPCs get away with colliding with terrain so I can make them fly low and engage the player up close. If they were as fragile as you, I'd have to turn them away the moment you got close to a tree or wall (which would be abused).

I appreciate your thoughts and post. However, practically all of your "potential" features already exist. The other features you'd like to see would likely unbalance the game (e.g. 3079 isn't a capital ship piloting game, it is a character-based RPG).

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