ZaphodBeeblebrox wrote:
If we expose all of these things to the player we could end up with quite a lot of UI elements to
control these behaviours. Something that could be quite confusing for players just starting the game.
So now we need to have some sensible defaults. This is were it gets tricky because nobody is going
to be happy with these.
A code monkey: A term for a computer programmer, sometimes considered an insulting or derogatory oversimplification of their skill set.
As someone who works as a professional software developer I find this insulting.
Actually we don't need to expose a lot of UI elements to the player at all for every variable, as said, taking into account modules left along with shield and hull levels. I would never need to setup the fleets response, i don't need to tell them to hold it at all costs, they'd either decide to play it safe because they're in charge of a ship full of 50+ people or they'd risk their own life based on everything going on.
A ship has lost engines and ability to do nearly anything but shoot, as such other ships would cover them using a heavy warship to do so as possible if repairs are able to be conducted under a winnable situation. If not they'd state they're evacuating the ship and scuttle it thus no UI options needed.
I don't need to tell every ship to pull out when X items or things are at stake, i just need a few words in terms of their stance.
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Options for all ships in detail for specific ships / class or size menu (M1/M2/M3/Any) / groups or fleets (do not confuse them as the same as group 1 traders may be free traders and group 2 traders might be personal station traders):
Ship state options in details menu:
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Careful (runs from fights they can't win or when damaged up to a certain point depending on stars of morale / modules left / fighting capacity of enemy compared). This would also allow my fleets to call in support if needed to defeat a group i've told them to fight, like npcs do quite often. They know the numbers and what they're up against so they should know to play it safe and try to have overwhelming force to take such target out.
Aggressive (Fights for a longer time and is expected to perform under WARTIME conditions where fleeing is not expected)
Defensive (Will fight to protect but will not try to put ships in danger, depending on the ship it'll either die trying to protect the target / station but may still flee if outnumbered or a higher status target is under attack)
-i'll note that with grouping you could also add priority to ships so they are treated as higher value targets and as such come first. This would mean that defensive would tell smaller ships like a missile boat to distract or take the targets attention as much as it can so the command ship can leave.
Avoid conflict: (tells the ship to keep going no matter what and if needed fly somewhere else to escape)
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Avoidance policy in details menu:
Avoid these types of enemies based on group setting / size / ship type / other. Also tells ships to avoid sectors but applies to whatever group you suggest it to. Battleships might not need to avoid the same sectors as trade ships, same with faster ships may easily break through enemy areas.
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Fight tactics details menu:
Dealing with ships
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Kill modules first / engines first?
Board the ship?
Force Surrender?
Kill and salvage?
Hit and run?
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Formations (yes somehow this was lost when going to XR which could of helped with combat and moving multiple ships at once)
Loose formation / x / v / star / wall / line
These are good for moving ships without them colliding all the time, keeps them able to engage enemy at the same time or cover each other depending on the formation and priority of the ship. I consider this area of formations also mostly for storing ships and nothing else too much. Line being the best formation for moving many ship at once.
Protection formation:
Will always keep the highest value ships and ones with least firepower covered by ones with the most, depending on their role they'll also take up the best firing angles to maximise damage on enemies.
There's a few ideas here but basically it's not entirely well thought out right now, if i worked with a mind map program i could easily sort out everything i need.
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Main combat commands for ships (these could have submenus as needed)
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Defensive (area / sector group): Try hold the position at all costs and do not chase far. This doesn't let the ship move unlike patrol / guard / protect menu option because in that one it lets them fly around more. This is good for blockades or holding a gate.
Offensive: hunt down and kill enemies, give chase
Patrol / Guard / Protect (area / ships): patrol these sectors / zones / areas in list in a circular pattern if able. Can select a group or specific ships to guard and head towards if they are in danger.
Passive: Flee all attackers towards stations or larger allied / neutral ships for aid. The ship will not try and protect or aid others but only look after itself.
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Trade commands for ships
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Free trade:
Open trade with all types and races with no limits other than the sector avoidance list (Also covers enemy sectors by default / avoid and fly around any shoot on sight enemy if possible)
Trade (My stations):
No longer would you need to assign ships to stations specifically or have them wait around, they'd trade with all your stations and help move supplies away or to them based on how close they are from the needed supplies or station (This would also follow the priority list which can be set to work on stock levels of imports or exports needed, can be set to have higher import priority or export priority tho)
Import (My stations / Other stations)
This will turn the ship into a supply ship for all stations under it's group selected or specific stations chosen / sectors chosen.
Export: Same as above but outbound only
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-The new trade menu frees up ships and stops them all being confined and listed under specific stations only, it would stop massive menu issues as i could name a ship Rahanas C&E export 1 / 2 / 3 / 4 and keep them all under the same group but also tell them to all work within the confines of 1 area within 5-10 zones and thus like in XR or otherwise have like a home of light group, cold star group, OL / AL / DV group that work within that area of sectors.
The new defence menu and grouping means i can have specific zones for specific fleets to patrol and also defend so i could have a DV army / OL army and so on. My combat ships won't go and get blown up for no reason and i can setup their own avoidance menu.
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Good part about grouping:
-Grouping can have specific list names
-Each group can cover numbers of sectors / ships / stations
-You can have many as groups as you wish
-You can specifically select stations / sectors / ships to work with instead but this is more in depth and takes more time to setup