awww but I wanna lag out everything.... xDno hahahaha xD
Ok, Ok. Seven Infinities and Eight Blacks vs the same vs the same.
awww but I wanna lag out everything.... xDno hahahaha xD
Yeah there are far too many variables that numbers and math alone will not be enough. Turret arcs, point defence vs missiles, placement of key systems behind armor...You could load the sector and just have the AI duke it out.
Of course, points could be used for certain things. It'd be pretty unnecessary to load the sector in the event of a tiny pirate wandering into your massive border patrol fleet. But for actual combat between two large, PLAYERMADE forces? That shouldn't be sim combat.
Oh... what... was that homestuck...Oh gods Homestuck... Was not expecting Homestuck... Really, it's 2016...
If no ones on the server then the ships could do normal combat, but if people are on then do an alert to everyone on contributing factions, as well as an option to spectate the battle(look through the cameras and turrets of thr leader of their own fleet). No participation, but you can watch the carnage with popcorn and butter to make up for the lags. If it's 2 megafactions but none of the members are on(but some other people are messing with turrets or something) then... You could make it normal combat, but only if the battle was small enough, or only spawn a certain amount of each side's ships(give a use for having your best ships up front on the command line?)-based on block count, no one wants their 5 of 200 drones facing the enemy's dreadnauts. As ships are destroyed more ships can spawn in to fight to keep the lag down. If to many fights are going on at once, you could make them be sim battles, or make them start once the other ones finished(I know, that might be bad for getting things done for everyone else, but still...).You could load the sector and just have the AI duke it out.
Of course, points could be used for certain things. It'd be pretty unnecessary to load the sector in the event of a tiny pirate wandering into your massive border patrol fleet. But for actual combat between two large, PLAYERMADE forces? That shouldn't be sim combat.
I find your lack of faith disturbing.no matter how great and valiant Schine's efforts are to combat this.
I find you lack of an 'R' disturbing... :uI find you lack of faith disturbing.
What are you talking about?I find you lack of an 'R' disturbing... :u
I wasn't aware the points system had any sort of capability to detect things like "armor placement" or "docked reactors" or even things as simple as how certain effects, weapons, and building techniques (spaced armor, etc) work and how they function in combat, or that it will ever be able to detect that kind of thing without just flat out having some AI fight it out.I find you lack of faith disturbing.
What 'R' you talking about?What are you talking about?
This has officially gone too f'R' at this point... Rix plsWhat 'R' you talking about?
[DOUBLEPOST=1455676840,1455676770][/DOUBLEPOST]Bad hatchet job is bad...
R you serious? I could keep this up all night!This has officially gone too f'R' at this point... Rix pls
Just wanted to point out, all your asking for is a more memory intensive simulation. doesn't make you wrong, I just think the terms of the argument are a little silly. Anyway, yes, any simulation done ought to be more intensive than a simple "which has a higher score?" and yes, the scoring system should be overhauled (you know, like they said they were going to do) but surely we can meet somewhere in the middle without loading in all these engagements that no person is invested enough in to actually take part in.Oh gods Homestuck... Was not expecting Homestuck... Really, it's 2016...
Anyway, yeah, the unloaded fight simulations do sound good in theory, but inevitably there will be some design that is cheap and really ugly and works exceptionally well in unloaded-engagements and inevitably people like me (who will generally stick to continuity and lore over meta minmaxing) will get screwed over, no matter how great and valiant Schine's efforts are to combat this. In practice a doom wedge will almost always beat a doom cube due to effective armor thickness/penetration resist/missiles hitting angled surfaces/etc; in numbers the doom cube would be equal.