Anti-friendly fire

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Anti-friendly fire

Post by JazHaz »

Is it possible to cut down on those situations, where there's a huge furball between you and the pirates when a viper comes in and gets in the way accidentally? And making you an offender with one stray shot?

I was thinking that it would be good if the game wouldn't make you an offender until the second or third hit, perhaps within a short time, say 10 or 20 seconds?

Is that possible?
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Anti-friendly fire

Post by cim »

For 1.79 I do intend to make friendly fire checks a little more flexible, and give them discretion over whether to give you a bounty. Don't count on it working every time, though - it's up to the individual pilot whether to give you the benefit of the doubt or not.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: Anti-friendly fire

Post by UK_Eliter »

Suggestion (JazHaz's) seconded! Glad that something along these lines is being planned. Good work cim!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Anti-friendly fire

Post by cim »

It's working out quite well: provided you are a commander in good standing (which doesn't just mean "has a clean legal status"), your first stray hit on a Viper will sometimes get you a warning, not a bounty and an attack. Similarly with other accidental hits, though a pirate's idea of "good standing" will differ from a bounty hunter's.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: Anti-friendly fire

Post by UK_Eliter »

cim wrote:
It's working out quite well: provided you are a commander in good standing (which doesn't just mean "has a clean legal status"), your first stray hit on a Viper will sometimes get you a warning, not a bounty and an attack. Similarly with other accidental hits, though a pirate's idea of "good standing" will differ from a bounty hunter's.
Would you be happy to give some indication of how this works, please? For it sounds as if I might need to alter the bounty hunters in my Fer-de-Lance 3G OXP. Thanks.
User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6312
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: Anti-friendly fire

Post by Diziet Sma »

cim wrote:
provided you are a commander in good standing (which doesn't just mean "has a clean legal status")
Eh? What else is involved? :?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Anti-friendly fire

Post by Cody »

Diziet Sma wrote:
cim wrote:
provided you are a commander in good standing (which doesn't just mean "has a clean legal status")
Eh? What else is involved?
Perhaps an offender has just helped a Viper and received a 'thank-you' message (something I do occasionly). A 'period of grace' is in the pipeline/implemented (I think).

Friendly-fire happens - I've taken it from Vipers before now.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Anti-friendly fire

Post by cim »

Diziet Sma wrote:
Eh? What else is involved? :?
Well, there's Clean as in "upstanding member of the community" and Clean as in "hasn't recently been caught red-handed by the police". When making a split-second decision between "an accident" and "make it look like an accident", that distinction might matter...

Conversely if you've been helping them in the fight so far, you might get away with more.
UK_Eliter wrote:
Would you be happy to give some indication of how this works, please? For it sounds as if I might need to alter the bounty hunters in my Fer-de-Lance 3G OXP. Thanks.
It's part of the new Javascript-based AI controller. If you stick with their current plist AIs they should behave exactly as before with respect to friendly fire, so no changes are strictly necessary. Or, you could rewrite their AI to be Javascript-based, and then there would be certain specifications you could put in as to when they might forgive the player friendly fire.

(If they're just given a standard roles="hunter" then the populator will generally give them the JS-based bounty hunter AI, though)
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: Anti-friendly fire

Post by UK_Eliter »

@cim: right, thanks.
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Anti-friendly fire

Post by JazHaz »

Don't forget that the new JS for AI isn't with 1.77, its to be introduced in 1.78 or 1.79 (can't remember which).
Post Reply