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Article #418Re: BUG?!
From: Computer.C
Date: Sat, 09 Jan 1993 21:49
Date: Sat, 09 Jan 1993 21:49
29 lines
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1865 bytes
The obvious answer is to code defensive fire more intelligently into the
server. If a ship fires at a another ship with retaliatory firing on
the following should happen:
1) Evaluate the range of the ship attacking
2) If its too far away to be hit with the defensive ships
guns than the ship should ignore it.
3) If its within range than the defensive ship should make a very
rough determination of the ships strength.
( ie, is a shuttle attacking you with 1 gun
or is a cruiser firing on you with 20 guns? )
4) The proper set of guns (primary or secondary- whichever
has the best hit probabilty ) should be engaged and
fired
5) The number of guns fired should be proportional to
the evaluated danger of the other ship
Yes...it sounds way cool and perhaps complicated but is it really?
Probably no more than alot of the stuff already implemented.
And it doesn't have to be perfect or anything, just rough.
But it would be alot better than what we have now.
As far as ships with speed zero..they should be able to land/dock on
planets but not be undocked into space wihtout being lost. Or at least
ships with crews > 0 and speed = 0 shouldn't be able to be put into
space without losing communication with them.
-matt
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Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!network.ucsd.edu!sdcc12!sdcc10!cs161ffn From: cs161ffn@sdcc10.ucsd.edu (Computer.C ) Newsgroups: alt.games.gb Subject: Re: BUG?! Message-ID: <43257@sdcc12.ucsd.edu> Date: 9 Jan 93 21:49:40 GMT References: <1993Jan8.130218.1503@email.tuwien.ac.at> <43181@sdcc12.ucsd.edu> <varneyml.726521342@wckn.dorm.clarkson.edu> Sender: news@sdcc12.ucsd.edu Organization: University of California, San Diego Lines: 32 Nntp-Posting-Host: sdcc10.ucsd.edu