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Re: Ship Roles (UI)

Cornflakes_91 wrote:the AI has the advantage of not needing such systems, as they all think quite alike and know what they do.
That's all well and good if they aren't my boss, but say I join the Imperial Navy, or just contract my service out to them, how is my role going to be defined? How am I to go about escorting Imperial bombers or Xylaqqi or attacking Gubran Hajime if those roles are not created by the AI and as defined as anything I can make up? What if I am a high ranking general, and my commander gives me orders to harass the enemy on the anvil front while the hammer strikes from another... who defines the ships under my command? the AI at the top or do I have to organize my command on the fly as I get it?

I think AI need to be able to understand the purpose of roles, and how to create and organize them, taking advantage of their unique specialties.
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Re: Ship Roles (UI)

What I really learned to love is the booru tagging system.It is fast, easy to use and as accurate as you want it to be. With a little modification could this be useable. How about prefixes and relations?
Each ship that gets produced aquires tags for their stats (eg. s-hull=1650 or s-#hp=10). s- as "stat" prefix can't be edited, can be ignored in search. This applies to all prefixes.
As soon as it is equipped, it refers to the tags of the equipment. (eg. r-Photoblasta_220 or r-s-thrust=5003). r- as indicator for "refers to".
When the ship becomes part of a wing, or squad or whatever, it gets referred to. (Eg. The squad bananabombaz gains the tag r-Desteructor_MkIII - The ship Desteructor MkIII gains the tag c-bananabombaz). c- as "claimed/controled/commanded by"
The ship is near in the Horseface Nebula? p-Horseface_Nebula (p- = Position).

Now for searching:
'Tag1' everything with tag1
'Tag1 tag2' everything with tag1 and tag2
'Tag1 -tag2' everything with tag1 and without tag2
'Tag1>5' everything that has a value larger than 5 in tag1
's-tag1<2' everything that got produced with a tag1 value smaller than 2

Whilst searching are fitting tags suggested, ordered by priority.
[hypes internälly]

Re: Ship Roles (UI)

inspired by the recent Starsector dev blog (subsection "Autofit") i wanted to point out that a similar mechanism to that described there would be very useful for LT as well.

When a ship design cant get the exact equipment specified in its blueprint it searches for a similar, available, piece and uses that until the right one becomes available.
In the handcrafted starsector its just a table of "this is a worse version of this", this doesnt work for procedurally generated equipmemt for obvious reasons.

so i'd say we use a system based on stat ranges and "quadratic similarity" (theres probably a term for that, but i dont know it, so fark that).

The player enters a target for equipment stats (maybe by just defining a desired piece of equipment and the game computes the rest from there).
possibly using a variation of the McDuff diagram.
Then the median of the "balancing point value" of the equipment gets calculated.
For each characteristic (energy usage, refining throughput, thrust, etc) the distance to that median gets calculated and then squared.
The squaring amplifies the relative characteristics of the equipment.
Low stats get even lower, high stats get even higher and average stats stay average.

The player either manually configures the stats or uses a known object as target.
when the game tries to find a suitable piece of equipment it calculates the square-similarity factors as outlined above and compares them to the target factors.
With a fair bit of leeway of course.
And then uses the best available candidate.

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