Re: [OT] Unpredictable AI
From: Derk Groeneveld <derk@c...>
Date: Fri, 22 Jun 2001 10:21:43 +0200 (CEST)
Subject: Re: [OT] Unpredictable AI
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On Fri, 22 Jun 2001, Derek Fulton wrote:
> At 09:55 22/06/01 +0200, Derk wrote:
> >This is what stumped me about fighters. Am I correct in that they
move
> >'cinematic' in vector games? In that they retain no speed vector? It
> >strikes me as really silly if I boost my carrier up to speed 35, I
launch
> >my fighters, and immediately leave them in the dust behind me? Isn't
> >there a reasonable fix to this, or did I entirely misunderstand the
> >subject at hand?
>
> No, there is no quick and easy fix to this aside from making fighters
move
> the same way as ships. There is a house rule where screening fighters
are
> allowed to move along with the ship they're screening if the ship's
> velocity is greater than the fighter's movement allowance, this leads
to
> some pretty funny images. A great wave of fighters screening a
speeding
> lone scout, which drags the fighters along at it's velocity in a
'attack
> run' on the enemy fleet and the enemy fleet doing it's best to destroy
the
> scout in order to 'stop' the fighters :)
Ah, yes. This makes perfect sense, of course; they're dragged along in
the
screening ships draft. Less resistance and all.
> I suppose this is one of those things to be fixed in the future.
I do hope so; it sounds seriously broken to me, but then again I never
played the game.
Is there a reason for NOT giving fighters a thrust number, and using
them
as regular ships? (Or actually using the squadron as if it were a
regular
ship) Combat endurance could make more sense then, as well - expend
combat
endurance for thrust, so you're okay when coasting in, but not when
maneuvering rapidly.
Cheers,
Derk
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