Space-autobattle calculation balancing
- Linguagem predominante
- Java
- Estrelas
- 325
- Forks
- 61
- Métricas de merge de PRs
- Nenhum PR com merge em 30d
Descrição
```
The current autobattle calculation ignores limited rocket supply and performs
very different from an actual fight between two AI controlled units (e.g., turn
on AI assist with CTRL+J for your own empire and attack the AI).
The problems include:
- Limited rocket count: currently, rocket DPS is added as infinite amount fired
after cooldown
- ECM / Anti-ECM should be considered
- Station and planetary gun DPS/Defense always accounted, might be out of range.
Some resolution remarks:
- Full background simulation, i.e., a very fast version of a manual battle.
This may take some seconds, fleets should become uncontrolled during the fight.
- Do a limited simulation with turns tied to rocket launches. If a side runs
out of rockets, their dps should reflect that going onward. ECM's effect might
be computed as rocket DPS times hit probability.
```
Original issue reported on code.google.com by `akarn...@gmail.com` on 28 May 2012 at 2:07
Guia de contribuição
Nenhum guia de contribuição indexado para este repositório
Direção de pesquisa
Start at the autobattle calculation entry point and compare its results with an AI-assisted fight using CTRL+J. Investigate how rocket launches, ECM and Anti-ECM, and station or planetary gun range are represented. Done means the calculation reflects limited rockets, electronic countermeasures, and weapons that are out of range, with the chosen simulation approach documented.
Escrita pelo modelo de indexação a partir do texto da issue.
Avaliação
- Stack de tecnologia
- java
- Domínio
- game-dev
- Tipo de issue
- Bug
- Dificuldade
- 5/5
- Tempo estimado
- Mais de uma semana
- Status de atividade
- Estagnada
- Clareza
- Precisa de esclarecimento
- Facilidade para iniciantes
- 25/100