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Oolite fight club
Posted: Sun Jul 17, 2011 2:08 am
by Bugbear
An idea that just came to me that could be fun to try out, but I don't know how to do it or whether it would be possible.
This came from thinking, which ship is the best for fighting. Of course, that comes down to player preferences, fighting style (sniping vs dogfighting etc), ship configuration, ship equipment and numerous other details...
So how about we take the player out of it and just let the computer decide. Kind of like Oolite Thunderdome (anyone remember Mad Max III ?)
Two ships, both NPCs. Script them to attack each other. Maybe have another dozen or so other NPCs just watching at a safe distance (just to add some atmosphere).
There is no point to this other than see what would happen if an NPC Caduceus went up against a Black Monk, or a Cobra III against a GalCop Viper.
Two ships enter, one ship leaves...
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:20 am
by RyanHoots
And I take on the winner (and get an offender rating in the process)!
Great idea. I would love to see if a Caddy can defeat a Diamondback Vampire.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:26 am
by Alex
Obviously there would have to be betting on the side.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:33 am
by RyanHoots
Alex wrote:Obviously there would have to be betting on the side.
Maybe not. Would it be right to bet a million (scratch that. Make it one billion) credits on a battle between a Caddy Omega and an Adder? I don't think so.
Also, I think it would be more of a tool for OXP developers. But it could be a cool part of HOopy Casinos...
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:55 am
by Bugbear
Alex wrote:Obviously there would have to be betting on the side.
And I hadn't even thought of the gambling aspects. Nice one.
Gladiators, Oolite style!
<edit>Even better, WWF style paintjobs on the ships (and even WWF style taunts throughout the match).
Re: Oolite fight club
Posted: Sun Jul 17, 2011 4:07 am
by Wildeblood
Bugbear wrote:An idea that just came to me that could be fun to try out, but I don't know how to do it or whether it would be possible.
...
Two ships, both NPCs. Script them to attack each other.
Why would it require any new scripting; wouldn't it just be a matter of setting two ships with the hunter AI and a big bounty to attract each other?
Rather than having the jousting ships broadcast taunts, have unarmed news crew camera-ships follow them around, broadcasting commentary (Roy & H.G. style).
Re: Oolite fight club
Posted: Sun Jul 17, 2011 6:13 am
by Alex
RyanHoots wrote:Alex wrote:Obviously there would have to be betting on the side.
Maybe not. Would it be right to bet a million (scratch that. Make it one billion) credits on a battle between a Caddy Omega and an Adder? I don't think so.
Also, I think it would be more of a tool for OXP developers. But it could be a cool part of HOopy Casinos...
Don't you think the odds would show that?
A billion to one bet eh. That would be for the asp to win. You bet a billion, you get one Cr back.
It would be easier to set up odds than set up commodity price's.
Ask any booky. They are always laughing.
Bet on an AI, isn't that the same as playing HoopyCasino?
But much more fun to watch the 2 ships in flight and fight.
You'd have to addvertize where the bouts would be..
The stuff Ooliters come up with
Really just love this game
Re: Oolite fight club
Posted: Sun Jul 17, 2011 6:38 am
by Bugbear
Wildeblood wrote:
Why would it require any new scripting; wouldn't it just be a matter of setting two ships with the hunter AI and a big bounty to attract each other?
Rather than having the jousting ships broadcast taunts, have unarmed news crew camera-ships follow them around, broadcasting commentary (Roy & H.G. style).
Oh a Roy & HG OXP - now that really would be something. "That Python's going to get a missile up his date if he's not careful..."
I miss those guys. Their commentary on grand final days are priceless!
Re: Oolite fight club
Posted: Sun Jul 17, 2011 6:41 am
by Bugbear
Alex wrote:
But much more fun to watch the 2 ships in flight and fight.
You'd have to addvertize where the bouts would be..
The stuff Ooliters come up with
Really just love this game
Advertise the weigh in with Snoopers, perhaps the Tionisla Chronicle would like to cover the two combatants facing off and trash talking each other just before the big event.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 8:59 am
by Zireael
I love the idea! Brilliant! Betting, pics, what else to want?
Re: Oolite fight club
Posted: Sun Jul 17, 2011 11:19 am
by Killer Wolf
i sugested this a ways back, but i'm cac w/ JS so i can't code it
https://bb.oolite.space/viewtopic.php?p=92650#p92650
Re: Oolite fight club
Posted: Sun Jul 17, 2011 11:29 am
by Switeck
I've done tests like that with my AIs already.
A steady stream of trade ships (of almost any kind!) will eventually chew up a Thargoid invasion force of almost any size.
An Adder can get really lucky with its lone (ECM resistant?) missile, so against even a much tougher ship it might win rarely.
Thargoids versus pirates tests didn't go well because pirates don't even acknowledge the Thargoids being around until the pirates are under attack.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 11:34 am
by RyanHoots
Switeck wrote:Thargoids versus pirates tests didn't go well because pirates don't even acknowledge the Thargoids being around until the pirates are under attack.
Too bad. And I thought the pirates were the ones ambushing!
Re: Oolite fight club
Posted: Sun Jul 17, 2011 12:29 pm
by DaddyHoggy
I thought Eric and possibly Ahruman and Another_Commander explained that the actual fighting is dealt with almost entirely by the game engine - there's very little that can be scripted - has something changed? Or is this on the wishlist for Oolite 2?
Oh, and we don't talk about Fight Club.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:01 pm
by Switeck
While ships cannot be scripted when/how to fire their laser(s), they can be scripted to fire missiles on demand...and what exact kind of missiles. This includes firing while charging at you head-on using injectors. Ever get hit by a missile head-on? How about one that was injected to higher speeds? The player's ship may have 1200 base max energy, naval energy unit, shield booster, military shields, IronHide, Naval Grid, and ShieldEqualizer+Capacitors...but if the ECM doesn't manage to destroy the missile with an ECM or a missile-disrupting OXP doesn't divert it away, it can still cause a "press space commander" moment.