Archived from groups: alt.games.vgaplanets4 (
More info?)
GFM GToeroe wrote:
>Yes. But first let us fix the current situation. And then add new things.
>I guess if only would let the ships try to fulfill their given orders in a
>more observable manner then we would reach a stage where the most would say
>"Ah, now it is good. Ah, with this I can live!"
To make the manner more observable the vcr client would need to be
changed.
Ie. a few statistics which are safed anyway, would need to be there in
written form, ie.
accessible via the combat report. This includes targetting, and when
the target changes, the distance when a weapon is fired (including
which of them did hit and miss)...
>Example: Right now one would expect that ships tend to intercept more
>agressively if set to "attack most dangerous".
No that is actualy not the expectation, the expactation is that it does
then target
the more dangerous enemy objects first (and here lies a problem which
is that everybody
and every race (and every fleet) has other objects which he/she
considers more dangerous).
And considering the way it is written in the help files the amount of
weapons measure that. Correct apoarch towards this attack option would
be to let each player for each fleet decide what are the most dangerous
enemy objects, if that is via the fleet command or the Ministers does
not matter (or renaming this attack option).
> Right now they do it, but as
>they try to do it one a more or less circumpolar course they do it very
>ineffictively. You can test it if you send a number of Cavalries against
>several Cubes but only one with LWs. Then you see that they always move
>where they expect the LW-Cube to go to. Unfortunately they do it not on a
>straight line. And here the bad begins. Too much time it takes to meet the
>target a second time.
> Usually they get scattered and killed one after the
>other.
The other possibility is that the combat ends prematurely.
And considering one test I had with current host, a ship leaves the
swarm
when it got hit (usually a LW) and then flies in fast circles around
the center of the vcr (about the same radius
as the distance of the swarm was to the center).
>If only the attack pattern for the case where a attacker ship has set
>another enemie ship a top target would be changed a lot would be achieved.
>And it could be made in a way simple enough for a JSC(me)::
>Sub AcceleratedStraightLinePursuit(ByRef ChaserX, ChaserY, ChaserV as
>Double, ByVal PreyX, PreyY, ChaserAcceleration, TimeStep, ChaserMaxSpeed,
>ChaserStandOff As Double)
> Dim Distance, dx, dy As Double
> dx = PreyX - ChaserX: dy = PreyY - ChaserY: Distance = Sqr(dx * dx + dy
>* dy)
> If Distance > ChaserStandOff Then
> ChaserV = IIf(ChaserV > -ChaserMaxSpeed And ChaserV <
>ChaserMaxSpeed, ChaserAcceleration, 0) * TimeStep + ChaserV
Here is a problem, consider ie. the ship (A) targeted by the ship (B)
using this routine is
behind the ship (B) and so far ship B has flown away from ship A, could
happen ie.
through target change. In any case this routine does not take the
current speed vector into
account only its norm.
> If ChaserV > ChaserMaxSpeed Then ChaserV = ChaserMaxSpeed
> If ChaserV < -ChaserMaxSpeed Then ChaserV = -ChaserMaxSpeed
> Else
> ChaserV = IIf(ChaserV > -ChaserMaxSpeed And ChaserV <
>ChaserMaxSpeed, -ChaserAcceleration, 0) * TimeStep + ChaserV
Same problem as above.
> If ChaserV > ChaserMaxSpeed Then ChaserV = ChaserMaxSpeed
> If ChaserV < -ChaserMaxSpeed Then ChaserV = -ChaserMaxSpeed
> End If
> End If
> If Distance>1 Then
> ChaserX = ChaserX + dx * ChaserV * TimeStep / Distance
> ChaserY = ChaserY + dy * ChaserV * TimeStep / Distance
> End If
>End Sub
>This Sub could be used if an object at (ChaserX, ChaserY) is declared as
>chaser for an object at (PreyX, PreyY) for the next movement tick. The
>chaser then tries to move at current speed
>ChaserV accelerated with ChaserAcceleration towards the prey on a straight
>line between them. The acceleration is allowed to bring the speed up to +/-
>MaxSpeed. If the chaser reaches the standoff range then the acceleration
>will slow down (or even reverse) the movement until he leaves the standoff
>range.
>If could be used for the cases "attack dangerous", "closest first" and
>"attack soft" as then always the code searches for suited objects and fills
>them in the top ten list of attack tagets.
>It could also be used for "flee": Take the most dangerous and calculate the
>points with the most distance in vcr zone (easy to make) and set this point
>as prey coordinates with no (or low) standoff. It could also be used to
>temporally peel off the prey if the LWs or the missiles have to be
>recharged.
>The fact that there is a HG on board or the ships has experience could be
>used to distribute times where it is allowed to use the above routine. One
>also could use the system damage in addtion.
What about ship skill?
>...