DarkWinged

View on GitHub

Projects

This user doesn't have any project on FeatHub yet.

Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework 12 Discussion on improving how Auto-fire/Point Defense firing groups work.

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap Ooh! Burst fire for launchers would be great! about 1 year ago
Akaito/reassembly-ai-mod-example Custom shield shape flags Aye, a shield turret set to auto-fire would automatically turn to face the primary target and one set to point-defense would face the nearest threat. about 1 year ago
Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework DWD - "Have PD prioritize firing at missiles but still attack ships if there aren't any missiles within (1.25 * PD_Range), and auto-fire would be the same just prioritize ships over missiles." NSGCommando - "Well you could try it with some ai modding. Yes its possible with ai modding" manylegged - "You could definitely write an ai mod that would just remove the AUTOFIRE flag and control the turrets directly. Fire control is fairly complex though. There is an existing parameter kAutofireSpreadWeight that you might be interested in playing with (increasing) - it penalizes PD targets that a lot of turrets are already shooting at, so that at least some turrets will be available to shoot at missiles. It would not be difficult to add another weight parameter in there to prioritize missiles but there are some other issues: do drones count as missiles? what about very small fighters? It would be good to have a discussion about various possibilities. Can you create a feathub entry with your proposed autofire changes?" NSGCommando - "One of the changes i am currently considering putting in the feathub entry is a few different PD options. For example, let's say there is a "diversified" PD option, this sets the default kAutofireSpreadWeight of a particular cluster of blocks to lower levels than normal(normal being the current default value) so that in case of missile spamming in presence of a large ship, the PD focus more on the missiles that the ship. Another option could be "Focused" PD option, setting the kAutofireSpreadWeight to higher levels than normal so if the player wants to crate a ship that focuses more on bigger ships he can use this option. Basically it would allow a larger number of PD to focus on the same target. This could be added as one of three settings to the PD binding along with "diversified" and a "balanced" option, much like "fire all" or "ripple fire" in Left click or Right click bindings. And I really need to start organising my ideas. :D" manylegged - "sounds like a good start! Implementing this would not be too difficult and that is a great UI analogy with ripple fire. I would make sure that changing the spread weight actually has a clearly noticeable effect." Vanilla - "I just want pd to mainly target missiles. Drones, not so much Maybe we can do something with how much damage the pd turret has, and the missile/drone's health?" NSGCommando - "Thank you manylegged for considering my suggestion." Vanilla - "Say I want my sniper pd to focus on drones, while my flak pd focuses smaller drones first." NSGCommando - "And yes we could use ai modding to associate the missile/drone's dps/health with PD Hmm, different actions for different turrets." Vanilla - "sweet, if anyone has figured out how to do that yet xD" over 1 year ago

Votes

Vote When Project Feature
about 1 year ago Akaito/reassembly-ai-mod-example Moddable Asteroids and Plants
about 1 year ago Akaito/reassembly-ai-mod-example control ship placement in tournament
about 1 year ago Akaito/reassembly-ai-mod-example Agent stats
about 1 year ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
about 1 year ago Akaito/reassembly-ai-mod-example improve automatic P calculation
about 1 year ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
about 1 year ago Akaito/reassembly-ai-mod-example use moddable custom shader for shields
about 1 year ago Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams
about 1 year ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework
about 1 year ago Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time
about 1 year ago Akaito/reassembly-ai-mod-example thruster cosmetics
about 1 year ago Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types)
about 1 year ago Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles
about 1 year ago Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1
about 1 year ago Akaito/reassembly-ai-mod-example Inactive Block Decay
about 1 year ago Akaito/reassembly-ai-mod-example Laser Diffraction
about 1 year ago Akaito/reassembly-ai-mod-example Spliting Plasma Projectiles
about 1 year ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
about 1 year ago Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support
about 1 year ago Akaito/reassembly-ai-mod-example Control Barrel Size
about 1 year ago Akaito/reassembly-ai-mod-example Custom shield shape flags
about 1 year ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
about 1 year ago Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format
about 1 year ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
over 1 year ago Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma