Add fire type options to Bobby Ai

    Which options do you think should be implemented (Multiple Choice)

    • Option 1 - Divide Fire.

      Votes: 6 54.5%
    • Option 2- Priority.

      Votes: 10 90.9%
    • Option 3 - Focus Fire.

      Votes: 8 72.7%
    • Option 4 - Check for non hostiles in line of fire.

      Votes: 6 54.5%
    • Option 5 - Firing Arc.

      Votes: 7 63.6%

    • Total voters
      11
    Joined
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    Messages
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    Additional options for Bobby AI:
    1. Divide Fire - Turrets with this option divide fire among-st targets equally.
    2. Priority - Turrets prioritize targets of set range or with stat (Close, Medium, Far, Shields, Armor, No Shield, No Armor, High Mass, Medium Mass, Low Mass, Ship, Station) chosen by player.
    3. Focus Fire - Turrets with this option all shoot at the same target.
    4. Check for non hostiles in line of fire - Run a check every second to see if a neutral or ally ship is in the path of the projectile, if there is don't shoot.
    5. Firing Arc - Set axis limits for turret (example - X axis: Two sliders on a line, line value 0 - 359, Set one slider as 20 and the other as 120 = X axis firing arc between 20 & 120; repeat for Y axis and Z axis).
     

    NeonSturm

    StormMaker
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    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    1. Divide Fire - Turrets with this option divide fire among-st targets equally.
    Make shields not regenerate?
    Try make it harder for targets to dodge?
    nice!
    But it might hurt the dps because of the turn rate (especially for high rate-of-fire weapons).​
    2. Priority - Turrets prioritize targets of set range or with stat (Close, Medium, Far, Shields, Armor, No Shield, No Armor, High Mass, Medium Mass, Low Mass, Ship, Station) chosen by player.
    That is good, perhaps bobby could work like a display-block containing the chosen target's attributes?
    regai! (regex ai)​
    3. Focus Fire - Turrets with this option all shoot at the same target.
    Nice, as long as the turrets are not facing into opposite directions.
    I think this is not as useful as linking turret-ai to logic or divide fire (we already have: shoot at selected target).​
    4. Check for non hostiles in line of fire - Run a check every second to see if a neutral or ally ship is in the path of the projectile, if there is don't shoot.
    This could be a CPU-pain.
    I like the other possibilities more (especially your point #5) and advanced fleet ai, checking between ships not between turrets and target points.​
    5. Firing Arc - Set axis limits for turret (example - X axis: Two sliders on a line, line value 0 - 359, Set one slider as 20 and the other as 120 = X axis firing arc between 20 & 120; repeat for Y axis and Z axis).
    If we can set the allowed primary/secondary rotation axis, this would be great.
    Even better, if we have something similar to regex-expressions which allow us to choose an allowed Y-range for each X-segment


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