Re: Screenshots
Posted: Sun Sep 17, 2023 7:39 pm
' classic' asp fighter
another_commander wrote: ↑Tue Sep 19, 2023 5:10 amThere is also the not very well known reaction_time ship property (ship.reactionTime for the JS equivalent)
Noting your note about cats - this opens the opportunity to devise slightly different flying properties for felines, lobsters, etc.phkb wrote: ↑Tue Sep 19, 2023 6:30 amanother_commander wrote: ↑Tue Sep 19, 2023 5:10 amThere is also the not very well known reaction_time ship property (ship.reactionTime for the JS equivalent)
OK, and now the wiki has the details as well, so hopefully it will be a little more well known from this point! No idea how this property got missed.
Or just add reaction times into Skilled NPC's?Nite Owl wrote: ↑Tue Sep 19, 2023 5:50 pmMight there be a way to make the reaction_time/ship.reactionTime property universal as opposed to having to TWEAK every ship OXZ/OXP one might have. Perhaps an OXZ similar to Skilled NPC's wherein Library can be used to individually set this property based on the role of the ship. This could be done in a similar manner to what Skilled NPC's does with the accuracy/ship.accuracy property. Having looked at Skilled NPC's JavaScript file such a project would entail quite a bit more than a simple swapping out of or a cut and paste of the two properties. As such this is a project that is way beyond my coding abilities but at least the concept is out there. Any takers?
Nite Owl wrote: ↑Tue Sep 19, 2023 5:50 pmMight there be a way to make the reaction_time/ship.reactionTime property universal as opposed to having to TWEAK every ship OXZ/OXP one might have. Perhaps an OXZ similar to Skilled NPC's wherein Library can be used to individually set this property based on the role of the ship. This could be done in a similar manner to what Skilled NPC's does with the accuracy/ship.accuracy property. Having looked at Skilled NPC's JavaScript file such a project would entail quite a bit more than a simple swapping out of or a cut and paste of the two properties. As such this is a project that is way beyond my coding abilities but at least the concept is out there. Any takers?
Code: Select all
case "police":
case "interceptor":
case "wingman":
if (!this.$boostHunter) break;
if (ship.accuracy < 0) {
ship.accuracy = -ship.accuracy;
}
ship.accuracy += this.$baselineHunter;
ship.accuracy *= 2;
ship.accuracy += Math.random()*gov;
ship.reactionTime = 0.1;
break;
A definite possibility but perhaps a bit simplistic. If you look at the entries for the various roles in Skilled NPC's (including the one listed in your code snippet above) there are variations involved that are dependent on Government Type and Math.random calculations. Ideally such calculations should randomize the ship.reactionTime variable as well. Time would also need to be spent to determine just what the variations are within the ship.reactionTime numbers. How much of a game play difference is there between the default of ship.reactionTime = 1.5, ship.reactionTime = 1.25, and so on down until some number is reached that makes NPCs invulnerable. Finding that balance, plus the coding, plus Real Life, would be a challenge for me in the foreseeable future.cbr wrote: ↑Tue Sep 19, 2023 7:22 pmPerhaps you could add ship.reactionTime in Skilled NPC js like above for all roles?Code: Select all
case "police": case "interceptor": case "wingman": if (!this.$boostHunter) break; if (ship.accuracy < 0) { ship.accuracy = -ship.accuracy; } ship.accuracy += this.$baselineHunter; ship.accuracy *= 2; ship.accuracy += Math.random()*gov; ship.reactionTime = 0.1; break;