Good point.wyvern11 wrote:we know that victim skill should play some role (like attacker skill somewhat like 0-10%, maybe a bit better - "the force is stron in this one"-like)
Evasion skill should matter more for smaller ships?
There are more classes, of course, but these seem to be the most likely for being useful for our purposes:target size does play a role, but do we need it full blown or is ist sufficient to know
- fighter size
- corvette/hauler size
- frigate size or larger
- huge ship (M1, TL, M7...)
- Big ship (M6, M8)
- little ship
- fighter drone (all 3)
- freighter (TS + TP)
IS it means that ships strafe more. AI ships do strafe - just not intentionally like the player. They drift which basically has the same effect.how does speed affect "evade"? does it help do be fast on the straights not to be grilled? what classifications do exist ? does one use sqrt(speed) like gazz said?
The faster a ship is, the longer it takes for the drift to decay or rather, the higher is the scale of the drift vector.
sqrt(speed) probably won't be useful here.
I was talking about bullet speed and when you have a range from 300 to 7000 m/s, any linear scale is pointless.
Ship speeds are far closer together so maybe something simpler will do.
Or something based on the average speed of it's object class.
That will be even closer together.
Turn rates are unknown to scripts. Only top speed is usable.nimbleness seems easy to classify
the most nimble M6 turns 24 and almost every fighter turns faster than 26 - looks like two classes. this will maybe outbalance some M4s and most M5s, but they are not decisive anyway. maybe add a class for turn rates below 2 instead (M1, M2 and TL's)
(Object size at a small one-time cost of CPU time)