NSGCommando

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Project Feature Comment When
Akaito/reassembly-ai-mod-example Useful for creating systems of the ship feature. While I agree that this would be quite useful to create custom blocks that are supposed to be used as part of a system, like modular thrusters/cannons etc., implementing it in-game would be quite difficult, and to work decently, it'd need a good mechanism that doesn't disrupt the core game too much over 1 year ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI W.R.T. Take-over-enemy-ship missiles(or Barnacle Missiles, as they are called here), a few ideas: 1. When a missile takes over a ship, the current blueprint of the ship should be kept. This would reduce complexity in design selection, as well as allow for strategic targeting of capital ships instead of just any nearby ships. The ship just taken over should be allowed to rebuild to its current design, BUT its design shouldn't be allowed to be copied by players if they are from a different faction, since that would allow players to use other factions' parts themselves, giving an undue and overpowered advantage. 2. There must be some counter to these missiles/drones, some way to reverse or prevent ships from being taken over, sort of like an anti-virus, or maybe, healing beams could revert the effects before the ship is taken over. 3. No instant take-over. There should be a time period before ship-capturing, to allow anti-virus/counter to defend the ship/stop the take-over process. Something like virusStrength/shipMaxHP could determine the time to take over the ship. That's all for now. Might append further ideas later. almost 2 years ago
Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap A cap on the amount of launched blocks that a launcher can launch in its lifetime would be situationally useful. Basically, say, if the maxLaunchedBlockLimit=2, then the launcher can fire two times, then won't fire ever, unless it is destroyed in battle/collisions and then regens. Also i understand that ONEUSE destroys the launcher after "one use". The self-destruct part is a bit of a problem for me. Hence I think I'll need a maxlaunchedblock limit, and after that number of launches the launcher becomes inactive( cannot launch more blocks) but doesn't self-destruct by itself. almost 2 years ago
Akaito/reassembly-ai-mod-example Cloaking Devices When using said cloaking device, the ship should be invisible to enemy AI, also I would like it if AI ships could use it atleast defensively. almost 2 years ago
Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints) You could also have a randomizing hull/weapon module system along with metamorphosis that adds groups of parts to the existing design. For example- a structure starting from a stem with three small leaves and one seed at one end of it could be automatically added to a free port on an existing design, making the whole thing more random. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Another idea: A complex algorithm to accurately strap modules around a command core, making sure that the core is the last block seen from one end of the design, along with metamorphosis would mimic mutation very closely. Might get irregular blobs, but then most mutations in nature aren't beneficial. And getting a truly good mutation would take lots and lots of iterations. almost 2 years ago
Akaito/reassembly-ai-mod-example seed/root structure fix Ofc the value of 300P is not exact, it's just what i have found to work for me. almost 2 years ago
Akaito/reassembly-ai-mod-example seed/root structure fix That is actually not what I have observed. I have 6 different plant designs, and while yes, some are more frequent that others, the seeds choose 4 of them regularly. What I have found is that for example, if there's one design costing 350P and another at 450P and a third one at 1k P, then the first will be most frequent, then the second one, while the third one will almost never be chosen. To fix this, i would suggest keeping the cost of your designs close to each other, with deviation of not more than 300P. almost 2 years ago

Votes

Vote When Project Feature
over 1 year ago Akaito/reassembly-ai-mod-example Useful for creating systems of the ship feature.
over 1 year ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
almost 2 years ago Akaito/reassembly-ai-mod-example When's Reassembly 2 coming out? ;)
almost 2 years ago Akaito/reassembly-ai-mod-example seed/root structure fix
almost 2 years ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
almost 2 years ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
almost 2 years ago Akaito/reassembly-ai-mod-example Cloaking Devices
almost 2 years ago Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints)
almost 2 years ago Akaito/reassembly-ai-mod-example control ship placement in tournament
almost 2 years ago Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams
almost 2 years ago Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once)
almost 2 years ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
almost 2 years ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework