cim wrote:What do you think of this classification for stations?
This is now in with the suggested amendments. One further change: "Neutral" stations positioned within the main station aegis default to "Galcop" instead, to stop smugglers who've too much bounty to feel safe going to the main station picking something like a Superhub or Casino station right next door.
Some more questions that are coming up from trying to get the whole thing to work, to do with allowing the AI to assess the player's behaviour in a way that it can do very easily for other AIs.
First one: detecting fleeing. For AI vs AI this is easy: the AI can just check if its target is in a fleeing AI state. For the player it's a lot trickier. For easy testing purposes I'm using "weapons online" as the test: if the player takes their weapons offline, they're considered to be fleeing. It won't work as it is for release, though. Options so far considered.
1) Weapons offline. Too easy to exploit by setting weapons offline, then turning it back on to attack.
1a) That, but add a 15-second warmup before you can bring weapons back online. Still a bit exploitable if you were just going to use those seconds to let your lasers cool anyway, and any longer a reactivation time is going to get seriously irritating.
1b) That, but have the game track if the player exploits it, and stop believing the player signalling surrender this way if they do. We'd have to be quite careful with the expiry time: how long before it stops being dishonourable behaviour in one encounter, and is just a separate fight? Another problem: we don't want the player to get one "free" fake-surrender against every ship/group they meet, which implies some sort of magic global honour tracking for them.
2) Explicit sending of an "I surrender" message (which they may or may not trust, of course!). Major drawback I can see is the need to implement player-to-NPC comms in the core game, find keys for it, etc. which we've not needed up to now.
3) Some sort of heuristic based on time since last shot, relative speed, facing, etc. Disadvantages: could be inefficient to calculate, and once the player has military lasers, injecting away from a fight while not firing might be surrendering or might be backing off to shoot from outside of the AI's range.
4) Cargo dumping as means of surrender. The problem is that quite a few ships which will accept a surrender (e.g. traders) don't have any interest in collecting more cargo, so it only really works for surrendering to pirates. Also, the Asp is a playable ship.