Simply just some reasoned suggestions to improve AI fired weaponry groups and add more flexibility.
With the weapon update around the corner, this seemed like a prime time to make some other minor weaponry related improvements.
The goal of this suggestion is to reduce the entity count required due to 1 AI Module per, and add more options per module while making it a fun system to play around.
In this example we have a single entity with 3 fixed weapon groups. The player can fire the forward weapons, while 1 AI controls the Right fixed weapons, and one AI controls the Left fixed weapons.
Currently either the AI has full control or the player has full control over them. You cannot change this without adding on more entities.
With Fire Control: Various Weapon groups can be set under control of various AI or the player. You could even have multiple AIs set up and move them between your weapon groups via the press of a button.
What do you guys think? Would something along these lines be a welcome addition following the weapons update?
Some closing thoughts:
-Far less entities are required for ships with large weapon arrays. (Thus less lag, better performance).
-AI should have processors to calculate vectors and firing solutions. These don't need to be big, but if they get shot out the AI will no longer be-able to control them and the weapons will deactivate (until a new AI is assigned). There could be a message pop up for this (potientialy a new HUD display is added which provides a feed of whats happening to your ship. E.g <<AI X destroyed, Weapons X offline>> so you can keep track of whats happening and do damage control to keep your ship fighting.
-Can be used in a variety of situations, including turrets. Now the AI would actualy have a brain, rather than a single block that can be shot out.
-Draws inspiration from Battleships with large rows of machinery dedicated to providing and calculating a firing solution for the connected guns.
With the weapon update around the corner, this seemed like a prime time to make some other minor weaponry related improvements.
The goal of this suggestion is to reduce the entity count required due to 1 AI Module per, and add more options per module while making it a fun system to play around.
In this example we have a single entity with 3 fixed weapon groups. The player can fire the forward weapons, while 1 AI controls the Right fixed weapons, and one AI controls the Left fixed weapons.
Currently either the AI has full control or the player has full control over them. You cannot change this without adding on more entities.
With Fire Control: Various Weapon groups can be set under control of various AI or the player. You could even have multiple AIs set up and move them between your weapon groups via the press of a button.
What do you guys think? Would something along these lines be a welcome addition following the weapons update?
Some closing thoughts:
-Far less entities are required for ships with large weapon arrays. (Thus less lag, better performance).
-AI should have processors to calculate vectors and firing solutions. These don't need to be big, but if they get shot out the AI will no longer be-able to control them and the weapons will deactivate (until a new AI is assigned). There could be a message pop up for this (potientialy a new HUD display is added which provides a feed of whats happening to your ship. E.g <<AI X destroyed, Weapons X offline>> so you can keep track of whats happening and do damage control to keep your ship fighting.
-Can be used in a variety of situations, including turrets. Now the AI would actualy have a brain, rather than a single block that can be shot out.
-Draws inspiration from Battleships with large rows of machinery dedicated to providing and calculating a firing solution for the connected guns.