akarnokd / akarnokd/open-ig

Space-autobattle calculation balancing

Aberta
#493 0 comentários 0 reações 0 responsáveis Ver no GitHub
Milestone-0.96 Priority-Medium Type-Enhancement
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

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