Command Blocks / Fleet & Unit Control / Antena Blocks

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    Similar to BF2, it'd be nice if the AI was a bit more advanced and would listen to relayed orders. This way, you'd be able to control the movement and target selection of a whole fleet, or any given group of individuals in the fleet, on the fly.

    This might have been suggested before, but I don't think a block for it was talked about. On top of the "Command Block" for the fleet commander, Antenna blocks would be needed for all receiving ships to get their orders. This would add another possible aesthetic item too because people wouldn't have to use the hanging lights as mock-antennas.

    What say you, starmade community?
     
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    I say yes! This would be a really neat feature that would add a lot to the game. You might want to come up with some possibilities on what you can order your ships to do.
     
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    I\'m just really apathetic and I\'m not done writing the other 30 pages.

    Yay.
     
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    I\'m sorry mr nature, but tbh the lines of code to impliment this would be less than your 40 pages so you\'ve wasted a bit of time writting that much on it...
     

    therimmer96

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    Not necessarily. I have a friend who could right about that much about anything, its just having lots of ideas and knowing how to justify them
     

    NeonSturm

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    Do the antenas work on frequency channels? Do we get frequency jammers which delay command updates? :)



    I support the possibility to put separate targets into lists with rules (high/low priority, temporar enemy/ally, etc)

    Hotkeys: \"modify target category\" followed by another key for the list (1+other), or just a up/down list selection for the current target and some enter-hotkey (3 keys)?
     
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    Being able to give specific orders to AI vessels under your command would be really cool. If you could designate different groups i.e. fighter craft, and order them to maintain formations, passive/agressive/attackmytarget, and dock with carrier would bring a whole new aspect to game play.
     
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    Here is how I would work it:

    AI gets preset modes:
    1: Attack Target
    2: Defend Target
    3: Attack Freely
    4: Peace
    5: Rally/Dock

    Controll block gets 100 channels, and links to all other controll blocks on that channel. Orders are relayed to set target and AI mode. Command block ties to the hotbar like a weapon system, click to change order. Channels must be changed by physically touching them in astronaut mode.

    An example of this would be a cruiser with a fighter escort. The fighters are on channel 9, so on the cruiser hotbar, there is a command block set to channel nine with the fighters. They start in Rally mode, flying in formation with the cruiser. When the cruiser captain sees a target, he clicks the button on the hotbar, setting the fighters to \"attack target\". The fighters swarm out and eliminate the pirate. More pirates appear, and the cruiser captain clicks twice more to cycle to \"attack freely\". An enemy cruiser appears, and the captain cycles back through to \"attack target\" to get the fighters to concentrate, but the enemy cruiser captain knows he uses channel 9, and sets HIS to broadcast \"peace\". Faced with conflicting orders, the AI fighters would follow some default setting, either standard AI behavior, or shutdown completely.
    This would do several things for the game. Allow a high degree of control over AI. Allow Intelligence to become an important factor in a battle. Allow an additional combat role: EW ship... a ship with many Control blocks on it, designed to cycle through sets of codes until it finds the ones being used by the enemy fleet. And add depth to multiplayer battle, as a control ship would be a valuable strategic target.
     

    NeonSturm

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    The AIs will never see the enemy signal as their master. Terrabyte storage devices may provide huge one-time-key tables.

    But you could overcharge or confuse the antena-controller with your own signal.
     
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    An interesting idea, it brings up a lot of tactical possibilities such as tapping into the enemy frequency or taking out the enemy communication device mounted onboard their ship.

    However, hacking into the enemy\'s communication line should be much harder than just paging through frequencies for three minutes. Perhaps require a password. Even then being able to recieve transmissions is one thing, being able to send them is another. Perhaps you can recieve transmissions with a valid password but sending orders requires a faction module with the appropriate faction mounted on the ship.
     
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    Great idea! The only things I would change is that you should be able to set the frequencies quicker (be like how activating and undocking AI is now). I also think that there should be another block designed to block the transmission. This would be done by a player typing in his enemies frequency and then activating the block in his hotbar. The block would then make all communication fail within a certain radius.
     
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    I was like \"yeah this idea is awesome!\" and I was just saying I had written a lot on it, mostly in support.

    I thought you\'d think it was rather snazzy.
     

    lupoCani

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    Hmm.....



    I do believe the game needs something like this, but I stubbornly think only a programmeable system can achieve the modularity it would require. So, I support this being a problem, but not the presented solution.
     
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    I like the ideas and enthusiasm, ans soz MrNature.

    I should clarify what my version is and hopefully it consolidates a lot of everyone else\'s ideas.

    The \"channels\" would be per fleet. You can have up to ten fleets assigned under you (20 ships to a fleet), and one ship designated as the \"Command Ship\". When the Command Ship is destroyed, your control over the fleets tied to it are broken, and the AI in those fleets goes into default AI-ship mode. Having fleets tied to a specific ship makes the Command Ship more of a true \"mothership\" and puts priority on the protection of the human player by the AI fleet. On top of protection, it would be a truer simulation of millitary tactics where there is a priority target that is being defended.

    The Command Block, which would show up like a weapon in the hotbar, would display a menu that shows possible commands for all fleets you have assigned to it- this makes giving and changing orders on the fly very easy and more practical to use in a combat situation.

    Here\'s the command list format I\'d implement (if I were to code it myself, and I\'m willing to do that, Schema xoxo)- Passive Functions, Movement, & Active Functions.

    Passive Functions include the formation a grouping of units make: straight line, multiple rows, a sniper column, fighterjet-V\'s, or circular/spherical. And they include how units behave when idling, either they are aggressive and actively persue any hostile units they see, or they gaurd and stand ground, only shooting from where they are and do not pursue the hostiles, OR an inbetween where they prusue a target and return to their initial area after killing the target. Oh, and no aggression at all, you can have them stay nuetral I suppose but that\'s boring lol.

    Movement would be commands to have a fleet go to a specific sector, persue a specific ship or player (but you can only track them if you have the probe blocks I talked about in the other suggestion thread), or orbit/stay in formation around the Command Ship or other fleet ship. There would also be a \"patrol\" command where a list of sectors could be made and the ships would cycle through the sectors, defending from hostiles. This is where a 3d map view would be very benificial, because it would be a lot easier to see where the ships are patroling. An alert system can also be used by utilizing the probe units from the other thread, where if a patrol is attacked, you\'re immediately alerted of the attack and where it is.

    The Active Functions are the fun ones: engage targets, engage and clear a sector, fall into War Formation, prioritize a ship besides the Command Ship, prioritize which enemy ships receive attack first second and third, have medical units heal or disengage and exit the battlezone entirely (and the damaged ships go to the medical zone after combat),. You could have \"disrupter ships\", that is ships with power drains and hacking blocks (like from the probe thread), interfere on cues.

    Chat has told me that while typing this, mr Nature put up a similar thread, so we might consolidate some of this. But I hope you get the idea of what\'s possible with an AI Command Block.
     
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    this needs to be made, i always wanted to be leading a fleet or a squadron of ai. It would make missions way easier and u could just fly a carrier and launch ur fighters without needing to physicaly flying them.

    and i was thinking of putting my own idea but u beat me to it.

    +10000
     

    Lecic

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    I thought Nature\'s massive thing on Ai would get a bit more comments than this little thing that vaguely suggests an idea.

    But, yeah, support for ai improvements in general, though I prefer nature\'s suggestions more.
     

    NeonSturm

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    It would make use of much smaller ships, which is good for small-fighter players.

    Each AI module added to some array could allow more complex functions - eg: you need x modules for ability y or ability-group/role z. That would allow to optimize it for performance.

    Probes only update your local catalog of sectors and things within them - purly client-side, except the server has to track their current sector, show it to other players and send sector data to you.

    By using \"time to change sector\" instead of actual movement if there is no player in this sektor, it saves a lot of processing time, only calculate other things if there are hostiles or a player in this sektor.

    I would like specialised patrols: 1 scout to watch for enemies (scan time for sector depends on thrust/mass of fastest ship), 3 ships - skirm (outranges the enemy), interceptors (maybe on a carrier) vs fast fleeing targets, bombers vs bigger ships, or some specialist with repair beam and some reserve hull blocks, etc.



    Your sector-map should (local stuff doesn\'t bother the server) transparent-background-colorize the sectors: Black=unknown, Grey=not-fully-scouted, red=hostiles, orange=hostiles(mobile), (yellow)/white=(mobile)neutral, green=ally,blue=faction.

    Another view could highlight them dependent on when you visited them the last time.

    There could also be a star-system map which does the same with a star-system and shows you a circle diagramm.