Empire Tree Modification, subdivision of aural notifications and a few other goodies...
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Empire Tree Variation
A thought for a further variation on the Empire Tree. An ability to filter by actively contested planets would be very useful for finding battles and devoting my attention to where the battles are being played out. It could also have a coloured bar indicating size of fleets and value... I know I'm hitting a contentious point in a rock, paper, scissors game but if a points system was used for ships, where for example:
Fighter/Bomber - 1 point
Scout Frigate - 2 points
Cobalt Frigate - 4 points
Kodiak Cruiser - 10 points
Capital Ships - 20 points
The rest of the ships would need to be fleshed out, but it would be a good visual indication. It could look like this:
xxx xxxx
xxx xxxx
xxx xxxxx
RRRRRRRRRRRRRGGGGG
Where the left fleet is red and the right fleet is green. The bar is representing the fact that although red is outnumbered, it has 4 capital ships and 5 cobalts to 13 cobalts.
I understand that tactical maneuvers used correctly can win with only say 33% of the points worth of ships in the system, especially when you've got rock and they've got scissors
. But it does give a general idea of fleet strengths. Defenses would also need to be included.
A simpler way of implementing this would be just by calculating relative fleet strength by number of ship and defense hitpoints in orbit.
Aural Notifications
Aural (sound) notifications could be further enhanced by creating increased variability. I would love the following inclusions:
A specific warning for when a tactical group arrives in a system. eg. "Tactical group 1 has arrived at Yakobo." And I would also add to this the above points system allowing for warnings such as "has encountered sparse resistance" (<50% of your fleet), "has encountered moderate resistance" (50-150% of your fleet) and "has encountered overwhelming resistance" (>150% of your fleet).
Thus resulting in the warning: "Tactical Group 4 has arrived in Yacobo and is experiencing overwhelming resistance" which informs you that you have to send reinforcements or get them the hell out of there.
Auto Retreat Feature
An Auto Retreat feature for fleets would be fantastic. It could send them to the nearest friendly planet on an algorithm including reduced time to jump from system and distance away. It would also overrde jump as fleet stance.
AI targeting
A major advantage we have at the moment is our ability to mass target a single enemy ship, and them proceed to destroy them one by one while the computer haphazardly targets ships. One method of making this more advantageous to the computer would be to have an increased probability of targeting ships based on how many ships of the desired type it's targeting.
Eg. Fleet 1 (AI) 4 cobalts and 2 fighters vs. Fleet 2 1 Kodiak, 3 cobalts and 1 fighter
From the AI perspective:
Cobalt 1 targets Kodiak
Cobalt 2 has an equal chance to target any ships, except the fighters, except the Kodiak has a 50% higher bias because it is previously targeted and is targeted again.
Cobalt 3 follows suit.
Cobalt 4 follows suit.
And the retargeting once the kodiak is destroyed would follow suit.
I understand this may be problematic since this may overwhelm AI targeting colony ships, but this would create a greater challenge in the AI if this can be implemented.
Just a few thoughts for making a great game the epic it could be
. Keep up the good work
A thought for a further variation on the Empire Tree. An ability to filter by actively contested planets would be very useful for finding battles and devoting my attention to where the battles are being played out. It could also have a coloured bar indicating size of fleets and value... I know I'm hitting a contentious point in a rock, paper, scissors game but if a points system was used for ships, where for example:
Fighter/Bomber - 1 point
Scout Frigate - 2 points
Cobalt Frigate - 4 points
Kodiak Cruiser - 10 points
Capital Ships - 20 points
The rest of the ships would need to be fleshed out, but it would be a good visual indication. It could look like this:
xxx xxxx
xxx xxxx
xxx xxxxx
RRRRRRRRRRRRRGGGGG
Where the left fleet is red and the right fleet is green. The bar is representing the fact that although red is outnumbered, it has 4 capital ships and 5 cobalts to 13 cobalts.
I understand that tactical maneuvers used correctly can win with only say 33% of the points worth of ships in the system, especially when you've got rock and they've got scissors
. But it does give a general idea of fleet strengths. Defenses would also need to be included. A simpler way of implementing this would be just by calculating relative fleet strength by number of ship and defense hitpoints in orbit.
Aural Notifications
Aural (sound) notifications could be further enhanced by creating increased variability. I would love the following inclusions:
A specific warning for when a tactical group arrives in a system. eg. "Tactical group 1 has arrived at Yakobo." And I would also add to this the above points system allowing for warnings such as "has encountered sparse resistance" (<50% of your fleet), "has encountered moderate resistance" (50-150% of your fleet) and "has encountered overwhelming resistance" (>150% of your fleet).
Thus resulting in the warning: "Tactical Group 4 has arrived in Yacobo and is experiencing overwhelming resistance" which informs you that you have to send reinforcements or get them the hell out of there.
Auto Retreat Feature
An Auto Retreat feature for fleets would be fantastic. It could send them to the nearest friendly planet on an algorithm including reduced time to jump from system and distance away. It would also overrde jump as fleet stance.
AI targeting
A major advantage we have at the moment is our ability to mass target a single enemy ship, and them proceed to destroy them one by one while the computer haphazardly targets ships. One method of making this more advantageous to the computer would be to have an increased probability of targeting ships based on how many ships of the desired type it's targeting.
Eg. Fleet 1 (AI) 4 cobalts and 2 fighters vs. Fleet 2 1 Kodiak, 3 cobalts and 1 fighter
From the AI perspective:
Cobalt 1 targets Kodiak
Cobalt 2 has an equal chance to target any ships, except the fighters, except the Kodiak has a 50% higher bias because it is previously targeted and is targeted again.
Cobalt 3 follows suit.
Cobalt 4 follows suit.
And the retargeting once the kodiak is destroyed would follow suit.
I understand this may be problematic since this may overwhelm AI targeting colony ships, but this would create a greater challenge in the AI if this can be implemented.
Just a few thoughts for making a great game the epic it could be
. Keep up the good work
