movement VCR

G

Guest

Guest
Archived from groups: alt.games.vgaplanets4 (More info?)

As some people are talking about movement logic, I want to write down a few
thoughts, too.

First some assumtions:
1. Each captain of each starship (in future I´ll write only ships) will
always try to fire all his weapons on the enemy while trying to keep as far
away as he could to be in range for all of his weapons to avoid being hit by
the enemy (so Min weapon range of all ship weapons is the default. stand off
range )
2. The ships will always try stay in motion.
3. There´s no point black. Point black is ram and this is only useful if
having a much bigger ship.

The movement is determend by 2 mayor influences which both can be caclulated
seperatly and the results are combined by a third rule:

First rule:
The starship will always try to stay at stand off range (to one or more
enemies). This is the linear
distance between the ship and it´s enemy (it´s target). A distance greater
than stand off will result in movement towards the enemy and a distance
smaller than stand off range will result in movement away from the enemy.

Second rule:
The starships will move perpendicular to the line from it to the enemy (or
more enemy ships). Either to the left or right side (needs to be specified).
The disission for the side to move is random and will stay until theres a
change in the circumstances (meaning ship has reached stand off range and
then losses stand off range more than 10%).

The third rule:
Far away from the enemy rule 1 is of greater influence. Near stand off range
Rule 2 is of greater influence. The speed is adjusted to is current speed +
delta speed.

The path finding can also be the way that the starship try to keep
away from more enemies(swarm) (use middlevalue over all vector from
enemies wthin certain range).

Yust came to my mind. But I doubt it´s usefullness, as combat logic of
movement should not be changed. So don´t ask why I wrote this.

Greetings
Sebastian
 
G

Guest

Guest
Archived from groups: alt.games.vgaplanets4 (More info?)

"Sebastian" <Sebastian@nospam.nospam> schrieb im Newsbeitrag
news:3ifdnuFl4legU1@news.dfncis.de...

> First some assumtions:
> 1. Each captain of each starship (in future I´ll write only ships) will
> always try to fire all his weapons on the enemy while trying to keep as
far
Which enemy? The biggest, the smallest, pods first, ground first?
> away as he could to be in range for all of his weapons to avoid being hit
by
> the enemy (so Min weapon range of all ship weapons is the default. stand
off
> range )
Stand off to the most dangerous, to the mass center of the enemies, to the
dangerous center?
> 2. The ships will always try stay in motion.
Why?
> 3. There´s no point black. Point black is ram and this is only useful if
> having a much bigger ship.
Ram is current 25 respectively 125 for IMT. But anyway what do you mean with
"there is no point blank?"

> First rule:
> The starship will always try to stay at stand off range (to one or more
> enemies). This is the linear
> distance between the ship and it´s enemy (it´s target). A distance greater
> than stand off will result in movement towards the enemy and a distance
> smaller than stand off range will result in movement away from the enemy.
Also the normal movement with respect to the connecting vector can ensure
stand off.

>
> The starships will move perpendicular to the line from it to the enemy (or
> more enemy ships). Either to the left or right side (needs to be
specified).

You get definetely problems if the global movement system is relative. You
need a "fix point"
to which the object can return if special tasks are fulfilled or observed as
impossible or even just after a while.
This fix point is the orbital movement arround the center of the vcr zone.
And I think this was a good idea by Tim.
Just the execution and some addons deserve further development.

>
> The third rule:
> Far away from the enemy rule 1 is of greater influence. Near stand off
range
> Rule 2 is of greater influence. The speed is adjusted to is current speed
+
> delta speed.

So you don't want a mass and power dependent accelerated movement?

GFM GToeroe
 
G

Guest

Guest
Archived from groups: alt.games.vgaplanets4 (More info?)

> Ram is current 25 respectively 125 for IMT. But anyway what do you mean
> with
> "there is no point blank?"

If two ship sit at exactly the same spot. What happends?
Ships usually don´t sit opposit to each other in a fight. Ships keep on
maneuvering to evasion the enemies shots. Ships don´t maneuver very near to
each other cause there´s not much space to maneuver left (you have to be
very experienced to do that).

>>
>> The starships will move perpendicular to the line from it to the enemy
>> (or
>> more enemy ships). Either to the left or right side (needs to be
> specified).
>
> You get definetely problems if the global movement system is relative. You
> need a "fix point"
> to which the object can return if special tasks are fulfilled or observed
> as
> impossible or even just after a while.
> This fix point is the orbital movement arround the center of the vcr zone.
> And I think this was a good idea by Tim.
> Just the execution and some addons deserve further development.

Oh then I forgot something: If the movement vector will result in a position
off the map the vector is projected perpendicular on the circle that is the
battlefield limit. You can even poject the movement vector before they reach
the very end of the battlefield. But before reaching the end the vector is
only diverted from end of the battleflied. (Get what I mean?) That will make
thing look nicer.
So you don´t have to havea fix point. It´s only one way to have thing done.

>> The third rule:
>> Far away from the enemy rule 1 is of greater influence. Near stand off
> range
>> Rule 2 is of greater influence. The speed is adjusted to is current speed
> +
>> delta speed.
>
> So you don't want a mass and power dependent accelerated movement?

a= dV*dT .As dT is aways 1 Tick you can assume this is1. So all you need is
a dV which you can also read as delta speed. The max delta speed is a thing
one only need to calculate at the begnning of the battel one per ship.
example a=dV=(hull mass/number of engines)*max(engine
Tech*10;0.5)*max(1-engine damage/100;0) or whatever...
During the battle you only make sure the current dV is not greater than the
max-dV (dV could be a vector which is limete in it´s length).
So it could look nice to have this mass base acceleration. But I this this
could be a problem concerning many litlte against few big ships battles. I
would at least give it a try:)

Greetings
Sebastian