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Posted: Wed Mar 27, 2013 8:01 pm
by DonKarnage
In smaller games it's sometimes required that a comm leaves the base, so just having a way to set your miner behavior while you're out of the house
Nothing beats good micro, though.
Posted: Wed Mar 27, 2013 8:46 pm
by clint
Oh my self, ryujin said something not dumb
Posted: Wed Mar 27, 2013 8:53 pm
by ryujin
clint wrote:QUOTE (clint @ Mar 27 2013, 04:46 PM) Oh my self, ryujin said something not dumb
best watch it before i take something big and shove it....
Posted: Wed Mar 27, 2013 9:06 pm
by Spunkmeyer
raumvogel wrote:QUOTE (raumvogel @ Mar 27 2013, 01:01 PM) If a miner has no protection
The problem is currently we have no way of determining whether the miner "has protection" or not.
Simplistic craft count is not suitable for this. You need to consider positioning of enemy, allies, where they are headed, their closure rate, their DPS/repair rate, their TTK. The miner should only run when it's very clearly at risk. So when I said "straightforward", that was in a logical sense. It's still quite a bit of work to do, with a lot of testing required.
I generally disagree commanders should have to micro anything if it's at all possible to avoid it. Being free to concentrate on the big picture is a lot more rewarding for everyone involved.
Posted: Wed Mar 27, 2013 9:24 pm
by MonAG
yiggz wrote:QUOTE (yiggz @ Mar 27 2013, 12:20 AM) Why can't a miner head back to base automactically as soon as "enemy is spotted"? Why?
Well... some teams DO defend their miners when it spots enemies...
Posted: Wed Mar 27, 2013 9:29 pm
by MonAG
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Mar 27 2013, 06:06 PM) The problem is currently we have no way of determining whether the miner "has protection" or not.
Simplistic craft count is not suitable for this. You need to consider positioning of enemy, allies, where they are headed, their closure rate, their DPS/repair rate, their TTK. The miner should only run when it's very clearly at risk. So when I said "straightforward", that was in a logical sense. It's still quite a bit of work to do, with a lot of testing required.
And if it doesn't sound complicated enough, you still haven't considered TF miners which can small rip scouts...

Posted: Wed Mar 27, 2013 10:10 pm
by zombywoof
Don't $#@! with the miner AI. The ONLY thing I would ask you do is change up its pathing so it can recognize "safe" travel sectors better... I.E. if an empty sector is surrounded by allied bases and no enemy bases, that sector's safe. Or give the commander a way to label a sector as "safe" without having to spend the $3k for a refinery.
The AI of the miner itself is fine. Sure, it can be abused (use Dis, for example, and burst down the shields and strip a tiny sliver of hull and you'll send the thing running every 30 seconds), but that's a fine part of the game. They're cowardly, and they have character.
Posted: Thu Mar 28, 2013 12:28 pm
by Monkage
Turn off all the ai and pathfinding, and make the com micro them every step of the way. That way newbie coms will be quicker to realize they can't ignore their miners. At. ALL.
Posted: Thu Mar 28, 2013 4:43 pm
by Rand0m_Numb3r
I remember when one scout could stop a bad comma economic by arming behind a aleph and pressing shoot when a minor appeared
$#@! you android autocorrect
Posted: Thu Mar 28, 2013 5:34 pm
by cashto
I've got enemies on my scope!