Posted: Mon Jul 21, 2003 8:31 pm
etheral walker and travis, I made you both a new thread:
Realistic and strategic mod: AI
Realistic and strategic mod: AI
Open Source 3D Space Flight Sim: Trade, Fight, Explore
http://forums.vega-strike.org/
Yes. Battles might take hours, but they would probably consist of: deploying some recon drones and a shield of missiles, spotting the enemy, deploying weaponry, waiting a bit, lots of shooting, thinking, deploying some more weaponry to fill the gaps, reacting to hostile weapons coming close, deploying some more weaponry, looking around and taking stock, EVASIVE ACTIONS, spotting another hostile, etc.Shrike wrote:Fun is a subjective term. Some people have fun playing chess via email.DiGuru wrote:Ok.
New informal poll:
How could a space sim without dogfighting fighters possibly be fun?
Yes. We would need a 3D user interface, but look at the enormous crowd of people who both like C&C and space sims!!!In reference to both questions above, I suppose something like Command & Conquer might work, where you direct fleets/groups in battle rather than just toodle around in one ship.You're fighting strategic battles over lightseconds. How do we make sure you feel involved?
True. But we want everything to have a smart AI. That's easier than you might think: we don't need one massive AI that knows and does it all, we only need a score of small AI's we can 'tag' to an item. The result is almost always surprisingly realistic.Dunno. Guess it would depend on how interactive you had to be to fight a battle. You can't be very good at strategic thinking if you spend all of your time under pressure to think tactically.Should that be restricted to one battle at a time, or could there be more than one going on if you have bad luck?
Agreed. But if no virtual humans dogfight, we can have the AI and weaponry run rampant and make VERY impressive fireworks!One has hardware and one has wetware?What would be the difference between a drone and a fighter?
Yes, don't dogfight. Maybe you could use the D&D model of rolling a dice and then adding a bias.Is there another way than dumbing down the enemy and making you much more powerful to win dogfights?
Agreed. As long as you are on that massive, very well protected large ship instead of a fluky fighter, we can have any amount of scenario's not to have you 'die' all the time.Not at all. Someone said something about "plinking BBs" off the hull of a CapShip. I think that is relevent. There are bound to be things that are just too big for a fighter alone to do any significant damage to.Should fighters be able to do it all and kill all, as long as a player is virtually inside? Should that go for drones as well?
Yes. And if you look at 'A Deepness in the Sky' from Vernor, you see that he predicts (and I agree), that software doesn't scale linearly. It always needs more time and is at most half as smart as you would like it, because it depends on everything that was written before.That depends on how far in the future you are projecting. Those who predict that Vernor Vinge's Singularity will come to pass, are projecting it to occur by 2034 at the latest. If you project far enough in the future, then unmodified human intellect will probably be about the lowest form of intellect.How smart is a computer supposed to be? A lot dumber than a cheap calculator?
Good point.PeteyG wrote:I don't know about this whole strategy thing. If I want space strategy, I can go play Homeworld (or wait for HW2).
The reason VS is cool, is because hardly anyone is working on even commercial space flying games.
I personally am not terribly excited by something that goes so far beyond the scope of what Vega Strike is right now. Too much trouble for too little benefit.
Just Eliminate Stealth form the Mod, Stealth is an advance concept and I highly doubt that early ships would even have such armor on top of that the “radarâ€DiGuru wrote:That nanofiber shield idea is very interesting. I have to think about that one.Shrike wrote:Hahahah. Ok, how about this:
Every five feet, my CapShip's hull has mounted a winch, spooled up with some thin, but really strong carbon nanotube cable. So let's say I start my ship spinning at oh, 10 rpm and then spool out my cables to a length of, oh, 100,000 meters. The tips of the cables will be moving at some ungodly speed, and the window that the missle will have to pass through is five feet wide and a moving target. Harder to hit even than the bunghole that ol' Luke Skywalker had to nail on the Death Star.
Hey, it could work!
Still, I think in your example you are giving stealth too much credit. Even if you don't bounce back a radar reflection, that doesn't necessarily stop me from seeing you.
What if I don't use radar? How about if I just use a laser that paints all the space around me? In that case, you would show up as a spot where the laser stopped. Even if you used gravitronic cloaking, the laser's beam would not be traveling in a straight line when it passed around you, thus you would be revealed by the distortion.
The spectrum of the laser doesn't really matter, as long as my detectors could watch in that spectrum. As long as you couldn't see it, it wouldn't look like active pinging to you.
<space fighter pilot>
Man, I'm so damned stealthy, I could just shit!
<sensor chief on capship>
Hey Cap'n...um, we got an anomoly in the lidar. Looks like one of them 20 ton cloaker jobs and it's coming this way.
<captain on capship>
Oh yea? Well that last one didn't react at all to the EMPs. Okay, bring us about to 031, 209, 254 and light off the main afterburners. Let's see how he likes getting smacked right in the kisser with 80 million thrust/tons of anti-grav.
Stealth in space is indeed pretty overrated. For starters, it would most probable be passive (ie. turn all emissions off and cool the hull), or work like an adaptive armor as MKruer suggested. That would work like cancelling out radar or a laser, by measuring the wavelength and sending an opposing one to cancel it.
But stealth would only work for long range, as you would spot the light blocked from distant stars. Even projecting that light on your hull would only work if you don't deploy some sensor drones. Which would enhance your resolution big time.
So yes, it would be very unprobable for a fighter to be able to come close and not be spotted.
Im with you. This whole strategy thing is something that is happening in the next level, but as for us, we are just gruntsPeteyG wrote:I don't know about this whole strategy thing. If I want space strategy, I can go play Homeworld (or wait for HW2).
The reason VS is cool, is because hardly anyone is working on even commercial space flying games.
I personally am not terribly excited by something that goes so far beyond the scope of what Vega Strike is right now. Too much trouble for too little benefit.
I stopped understanding the words he wrote after reading "First of all... realism sucks". Now, I understand their true wisdom.Ratbert_CP wrote:I *want* to fly the Sci-Fi equivalent of a P-24 around the backside of a moon in order to do battle with nefarious pirates, or try to make sure that the outer-space parallel of a tramp steamer makes it into "port" in a seedy section of a backwater system. Heck, I keep thinking of whipping up a visual and functional estimation of the old seaplanes that shlepped cargo all over the South Pacific. Without the dogfights and small-craft mechanics, you're basically devolving into something more akin to Stars!, Galactic Civilization, and any other of the high-level strategy/political simulators. As you've mentioned, all space travel will, out of neccessity, be computer controlled, leaving us enlightened apes to pray the family jewels make it out of cryo with no long-term side-effects...
Don't worry PeteyG.PeteyG wrote:Ahhh, what pressure! I suppose Real Space Combat: Cool Story-Related Subtitle would be my best choice.
I'm thinking that if we have limited jump capabilities, then that would drastically reduce the need to reflect light-lag and such. Which would be a Good Thing, I think.
I realize something now, and I feel bad about it. It is with great irony that I quote Ratbert_CP from much earlier in the thread.I stopped understanding the words he wrote after reading "First of all... realism sucks". Now, I understand their true wisdom.Ratbert_CP wrote:I *want* to fly the Sci-Fi equivalent of a P-24 around the backside of a moon in order to do battle with nefarious pirates, or try to make sure that the outer-space parallel of a tramp steamer makes it into "port" in a seedy section of a backwater system. Heck, I keep thinking of whipping up a visual and functional estimation of the old seaplanes that shlepped cargo all over the South Pacific. Without the dogfights and small-craft mechanics, you're basically devolving into something more akin to Stars!, Galactic Civilization, and any other of the high-level strategy/political simulators. As you've mentioned, all space travel will, out of neccessity, be computer controlled, leaving us enlightened apes to pray the family jewels make it out of cryo with no long-term side-effects...
In short: we still gotta be able to fly ships around manually and pull the triggers (but not always aim) ourselves.
Cool. Me too. And I think a lot of others, if they can think of other nice things to do than flying fighters.FlyingAce wrote:strategy/1st person. me likes. sorta like darkspace meets freespace
Good point.FlyingAce wrote:hmm, I can see a potential problem. while you're fighting the enemy in a fighter, a bunch of enemy fighters attacks your main ship. you'll need a strategy readout in the HUD to stay aware of current threats.
Hi, MKruer.MKruer wrote:I think everyone on this thread needs a reality check. Some of you are coming up with ideas and not keeping in mind the consequences of those ideas. The good thing or maybe bad this is that everything you are coming up with, the devices, are making the mod more into Rylix then I think any of you are aware of.
BTW the model you created is great. But for comparative prepossesses it would be a SECOND GENERATION starship for Rylix
I disagree strongly. We just need to use a little creativity to make it work.DiGuru wrote:If we want to be able to use fighters, we need shields and some inertial supressing thingy to make them handle like airplanes and not make the pilot into some wallpaper, and we cannot use computers, we have to make weaponry into toys for the damage they do...
No! Fighters don't need to be that way. We just gotta balance it. And with some limited jump capability, there's no excuse why ships shouldn't get close enough to be in danger of bumping into each other.DiGuru wrote:But do we stop there? We want engines to use power to accelerate, and stop us when we release that power, don't we? We want space to behave like the air around us! And it is too large! It should be small! And empty, no nasty collisions!
Well... surely we could take into account reasonable advances in technology over the next x years until the time the mod is set. I mean, we all know that technology won't freeze between now and the future. We'll come up with new alloys for hull construction, new biotechnology, maybe even a little bit of fusion... we just don't want to go crazy and develop shields, holodecks, or transporters or something.DiGuru wrote:And that's it. We only need some kind of jump engine. All other things we could want, exist today. And that's the goal for this mod.
We should. I'm telling you, we should.DiGuru wrote:That is, unless we require fighters...