Suggestion: Target Support

A place to post suggestions for new features, new bugs, and comments about the existing code.
Post Reply
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

I wish there was a targeting button in the same vein as "target bomber", "target constructor", "target base" that cycled through:
*Scouts
*Carriers
*Cap ships which don't kill bases (assault ship, corvette, etc)

Scenarios where it would be useful:
*When they're int bombing, so I can find the next nan instead of "Closest enemy" insisting on showing me ints.
*When I'm defending a carrier, need to rearm but got disorientated.
*When I want to target a cap ship normally the "target bomber" works great, except when the ship doesn't set off the "bomber" tag.
Last edited by juckto on Mon Oct 18, 2010 6:24 am, edited 1 time in total.
Image
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

juckto wrote:QUOTE (juckto @ Oct 17 2010, 11:28 PM) I wish there was a targeting button in the same vein as "target bomber", "target constructor", "target base" that cycled through:
*Scouts
*Carriers
*Cap ships which don't kill bases (assault ship, corvette, etc)
Big problem with targeting buttons is too many keys.

But it doesn't have to be. If there were a "priority list" then the same, say "enemy" or "friendly" key could cycle through different target types. Example:

Friendly:
1-Constructor
2-Bomber/Caps
3-Carrier
4-Miner

Enemy
1-Miner
2-Constructor
3-Bomber/Caps
4-Scouts

Most of the time only one of those would trigger and it'd skip the rest. You could have the usual closest, next, previous modifiers on the shift keys.

Then set it up however you want.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

Like many others I tried looking for "target scout" to make killing nanites quicker, only to find out that ints, figs, scouts, etc. are all "fighters".

It's not convenient for whoring, but I think it's actually good that we can't make killing nans in the furball any easier.
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

There's plenty of keys left on my keyboard with no function. I'd happily sacrifice one for 'target support' - it doesn't have to be a convenient key, after all.

Yeah, targeting scouts probably would affect game balance, probably cut that.

Still, I'd like to be able to target carriers and non-base killing caps. "Target Capital Support"?
Image
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

juckto wrote:QUOTE (juckto @ Oct 18 2010, 09:24 AM) Still, I'd like to be able to target carriers and non-base killing caps. "Target Capital Support"?
I'd even settle for a "Target capital ship" in this era of destroyer pwnage.
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

There isn't anything in the core to indicate to the game that one ship is a scout and another is a sf.

You can do things like: ship is a small rip reciever, ship has docking ports, ship requires a large garage (SY) to dock.
While you can technically do things like anything with a scan range >X in an attempt to only get scouts you will also get ADV sfs with scan GAs, capships and also other things as cores change.
You can also technically do things like if name contains "Scout" but that is really dirty dirty bad practise, though it would work quite well.

Now, if the targeting rules could be set locally in an external text file, then you could do dirty things like detecting by name because if cores change users can change their files - the core devs aren't restricted by the code.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

madpeople wrote:QUOTE (madpeople @ Oct 18 2010, 04:36 AM) Now, if the targeting rules could be set locally in an external text file, then you could do dirty things like detecting by name because if cores change users can change their files - the core devs aren't restricted by the code.
I have always dreamt of a "target spidey" button.
lexaal
Posts: 2612
Joined: Sun Oct 07, 2007 12:58 pm

Post by lexaal »

madpeople wrote:QUOTE (madpeople @ Oct 18 2010, 11:36 AM) There isn't anything in the core to indicate to the game that one ship is a scout and another is a sf.
Ship can mount a nan? -> scout, or something else that can nan.
Ship has a nan mounted -> scout, or something else that is nanning.
I have a johnson photo in my profile since 2010.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

lexaal wrote:QUOTE (lexaal @ Oct 23 2010, 09:15 AM) Ship can mount a nan? -> scout, or something else that can nan.
Ship has a nan mounted -> scout, or something else that is nanning.
Well, you can't specify a precice weapon in the code. But specifying "Target ship with a weapon_that_does_negative_damage_after_modifiers monted" is reasonable.
LANS
Posts: 1030
Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

Well, all you need is a target scout button unless you are playing against belters, in which case pretty much everything is a nan. I see a problem with this for belters heavy intbombing - some of the ints will be nans, and some will be there to pod the defense, and thus won't be carrying nans. Being able to target ships equipped with nans only vs. having to watch who is doing what and pick targets based on who looks like they are nanning gives an advantage to the defenders over the current system.

It would be nice for a "target friendly carrier" button, or "target capital ship" so you can target non-basekilling caps.
Last edited by LANS on Tue Oct 26, 2010 8:11 pm, edited 1 time in total.
ImageImage
Post Reply