Sounds reasonable, although, as with most things, I will probable take a Monte-Carlo approach here for a number of reason. I will take n randomly-chosen sample angles, compute the target ship's "threat" rating for each angle, and select the minimal. I prefer methods like these because it scales perfectly: increasing the number n increases the intelligence of the AI, period. We can scale it back to save CPU, or to create the impression of a dumb AI, or whatever. And, as a bonus, we can easily gain more accuracy than the Rebirth AI - 64 samples wouldn't even be pushing it.Gazz wrote:One of the early interviews about Rebirth mentions the region about capital ships being divided into quadrants. Not sure if they meant 4 or 8 but the basic idea is that a fighter AI can assess the danger of a particular approach more easily (if not as accurately) if it only has to decide between 4 or 8 zones.
Well, I'm going to have to disagree with you entirely on this one As a player, when I finally work up to a battleship, I'm going to want my turrets to be really good at what they do. I've been doing tests for hours, pitting a battleship against swarms of fighters. In the early days, when turrets tracked as one, my hulking battleship couldn't even handle a swarm of 20 fighters - they could take it out. Now, with separate tracking + smarter calculation, my battleship can regularly win against 100 well-armed fighters, which I think is fair, because it will probably cost more than 100x! Naturally, that doesn't mean that every turret is always tracking a different ship - sometimes it is advantageous to double or triple up, depending on the probabilities computed. But the point is that the massive war machine that you shelled out for is performing optimally.Gazz wrote: In my experience with turrets it is more advantageous to have "a bunch of" turrets guided by a local fire control system. Fire from slightly different angles (especially from a large ship) can "flank" a target and still have a chance to hit it even if it starts evading.
OTOH, you lose accuracy because not every individual turret makes an optimal choice.
It's a lot less fiddly, though, because the player can control / design a handful of batteries instead of dealing with 30 "individually intelligent' turrets.
The number of installed fire control nodes would be a balancing option, increasing the number of targets that can be tracked simultaneously.
Those systems would be a prime vulnerability on such a ship whereas it would be an unfun amount of work to take out every single turret.
Damage is "cooler" if it's something tangible rather than some vague, tiny bit. Losing one or two small turrets is basically irrelevant but losing one of your two starboard batteries is a distinct tactical problem that the player (or the AI) can deal with.
If you want to avoid that, you can build more redundancy into the system if you invest into more control nodes. At a cost. Valid trade-off in your ship design. Redundancy is good. Redundancy is good.
Also, it's still very fun, and taking out a turret is still a big deal! I have watched enough battles now to be able to say that, even when all turrets are tracking separately, a single turret lost on a 12-turret batleship is a big deal. Now, if you've done your homework beforehand and know which turrets are which, you're in even better shape. If you've seen the ship in engagements before, you might also even have some idea of which turret is the most "dangerous," based on the geometry of the ship / occlusion of the turret. Point being, turret kills can still feel empowering!
Ultimately, the reason that my mind cannot be changed on this matter is that I've been watching this battleship for hours now, and I still can't get over how absurdly cool is looks to see all those turrets tracking and firing separately...locking on, nailing the fighter out of the sky, and moving on to the next one. It's awesome. Really. I enjoy it far too much
I agree with your thoughts on sensors, implementation is yet to be determined, because there's a good bit of complication surrounding sensors / visibility at the moment (thanks to ye olde physics engine).