Comments (7)
The only risk I can see without this limitation is that someone can build an enormous number of ships very quickly.
Which could lead to strong sneaky attacks. I'm not sure if we mind people buying a lot of ships at once.
I'm inclined to think that having money and having a shipyard at the right location which seems like sufficient limitation.
But if we wanted ship construction to take multiple turns I would make the command take multiple turns and then spawn the ship at the end. I don't think we want to break "construct" into "construct+repair" because then the bots can cancel the repair leaving the ship with less than full HP. From the player perspective it would look like the ship was built with half HP.
Explaining to players that they need to wait for the repairs after they construct a ship is something I would rather avoid.
from space-tycoon.
I don't think we want to break "construct" into "construct+repair" because then the bots can cancel the repair leaving the ship with less than full HP.
I meant that as a feature :D giving the bots a choice to use the ship earlier but with greater risk.
from space-tycoon.
Oh I see :D
I think it's too complex. I think people are going to have enough fun/work with ale the other features of the game.
from space-tycoon.
Bots can still "experience the greater risk" when the ship gets damaged later by enemies. :D
from space-tycoon.
IMHO for now it is enough to spawn ships instantly
from space-tycoon.
I maybe have a perfect argument against this. It also applies for repairs.
From my perception the game is too slow /short. In 2h epoch -7200 ticks you can travel between 2 planets which are 10 tics apart 360* (roundtrip and distance). The distances are going to be much bigger imho, therefore there are only a few things to do in an epoch. There is no reason to make the commands slower. Of course I may be wrong - this has to be tested.
from space-tycoon.
Rejected
from space-tycoon.
Related Issues (20)
- prepare final example bot HOT 2
- test all commands HOT 1
- history visualization HOT 1
- score over all seasons HOT 2
- consider compressing history data jsons for the database HOT 2
- shorter seasons HOT 1
- visualization: move with coordinates
- deploy HOT 2
- visualization: modal windows content should update automatically
- network compression HOT 2
- generated wrong colors and positions
- logout returns 500 in some occasions
- visualization: ships shouting HOT 1
- attack command on wreck is incorrectly accepted
- consider moving database filesystem data outside docker
- visualization: graph with ships classes per player
- visualization: modal window improvements
- fast tick mode
- visualization: page with all ships for each player
- visualization: changing map to graphs cancels replay occasionally
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