Showing posts with label new. Show all posts
Showing posts with label new. Show all posts

Monday, June 08, 2009

Lighter Than Air Plane - Flight Fingers Make Lighter Than Air Planes Possible

This plane solves two problems. It is a lighter than air craft that does not get blown around by the wind and can still achieve reasonable speeds and control without being governed completely by the weather. It is a plane that can hover in one place without using any energy. The flight fingers are air bags that drag behind the craft when it is in forward direction. When the craft needs to hover or stand or land in one place the craft simply powers down and comes to rest under the fingers. The multiple fingers allow some amount of air to travel between the bags. The fingers could also be partially deflated if it helps in forward flight. The aircraft has the flexibiliy of an airplane and a helicopter without the complication.

In the left side of the picture the craft is in motion with the fingers dragging behind. On the right the craft is hovering, landing, or taking off with the fingers above.
Nicholas Juntilla
If you are an aircraft designer please don't call me up and arrange a meeting so you can kill me.

The Level System - Education

The Level System of education is a system where by each student is given a chart. The chart displays the subjects the student has attended on the bottom and the Level of the student's current ability on the left. It is a bar chart. Every student may attend any subject class regardless of age group. To progress in levels the student is required to take a test. There is no limit to how quickly or slowly a student may progress. The level system encourages both competition and life long learning. The Level System Replaces our Current Education System. The Level System allows for teachers to teach one subject all year long. A student may walk in on any class provided there is room. Ideally the building or system of buildings where the teaching is done would be a large group facility like a modern day community college except for students of all ages. It might also be possible to create higher learning institution like modern day private colleges for students of high level or PHD students who have completed all levels of a subject.


An example of the Level System would be a student who has a Level 4 in Basic math, a level 3 in basic reading and writing skills, a level 7 in World History and a level 2 in U.S. History. This student may have many young classmates in his reading class and many older classmates in his history class. This also promotes cross-generational communication. To gain levels the student would have to pass state and or federal exams. The student would be able educate himself/herself according to his/her needs. The student could take more time in some subjects and excel in others. This would give the United States a more accurate assesment of our populations education, it would give employers a better understanding of their employees, and it would give the individual access to the education she NEEDS instead of a generalization based on age. There could also be many sub-subjects and branches from basic splitting into many more advances subjects. I would also recommend there be no requirement to attend school.

Nick Juntilla

Ideas for Real Time Strategy Games

I only play one type of game. It is called a real time strategy game and there is one company that makes them, Blizzard. Every other attempt at a real time strategy game fails.

The Ideas:

Adjustable commands for unit groups. This is basically a slider whereby you can set how aggressive your group is. A highly aggressive group would attack anything that is near. A fearful group would flee. Every unit should have artificial intelligence 'quick' settings like on a grid. This would allow you to concentrate less on micro managing units and more on strategy. An example would be highlighting a group of soldiers and dragging their aggressive level down. When an enemy approaches they will retreat rather than run to their death. This would also be helpful if you set a unit on patrol. If it found something then it wouldn't automatically engage. The unit should be able to asses it's odds and act according to it's aggressiveness setting.

Interactive Terrain on Three Dimensions. One of the most impressive feats of gaming I have seen is the underground pipe system of SimCity 2000. Being able to build and interact with what is happening underground in real time is something that could easily be applied to a real time strategy game. A player might be building a tunnel under the enemy base while he is distracting his opponent elsewhere. The applications for underground development are endless. Also In-Game Modification of the Terrain where a player might build a wall or dig a trench would also create new elements of strategy. Being able to destroy any element on the map or change the elevation of the map might be interesting and is definitely something that belongs in war simulation. The idea of a map being completely different after a battle should not be unheard of. Special crews might be able to modify terrain like diggers.

Nick