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Home » Stars! 2.6/7 » The Academy » Interception fleet movement order
Re: Interception fleet movement order Mon, 21 December 2009 07:06 Go to previous messageGo to previous message
paul_ik is currently offline paul_ik

 
Master Chief Petty Officer

Messages: 98
Registered: November 2009
Location: Belarus GMT+2

So we have an estimation of "smooth" chasing (when the positions of ships are being updated in steps) only in the case of circular reference? And when there is no circular reference then the chased fleet is moved and then the chaser tries to get to that position, right?

At first it seems there is no problem about it. But theoretically this can be exploited. For example imagine small enemy fleet positioned at (1000;1000). It is quick (having warp 10) and targets your fleet with some unprotected cargo ships at (1080;1000). Cargo ships are very slow (warp 4) and can't reach any homeworld within the next turn. The good news is that you have a large army positioned at (1012; 1000) (that is between the enemy and cargo fleets). The bad news is that this army is slow (warp 7).

Scenario 1: cargo ships try to run away to the nearest homeworld, army tries to intercept the enemy. But the both fail - the enemy fleet cathes the cargo ships the next turn and destroys them all. Sad The next turn enemy has no problem running unpunished saying "haw-haw-haw".

Scenario 2: having read Jeff's explanation our commander suddenly gets the cargo saving plan: he just needs to target his army with his cargo ships! By doing this he gets circular reference: enemy -> cargo -> army -> enemy ->... and the movement is calculated in steps. So the movement begins. In fact there is no difference whether the enemy fleet moves first or the army does. Enemy fleet moves 10 * 10 / 10 = 10 l.y. each step and army 7 * 7 / 10 = 5 (if it rounded to 4 the result of the example is the same). If enemy fleet moves first then: enemy -> (1010; 1000) and army has no problem catching it. If army moves first then: army -> (1007; 1000), enemy -> (1010; 1000) and army catches it. Hurray! The cargo is saved! Very Happy

I know this example is pretty unreal but there are many others which, I believe, are encountered often. Every time we have our ship try to really intercept (and not move to that target waypoint 1 position).

So I think it's a flaw in game that the movement is not always calculated "smoothly". The reason why it is so is clear: in order to get proper distances traveled by ships which are not involved into any chasing the program must use floating values while calculating ships positions at each step and rounding the position only at the final step (or else if we use rounding on each step the ship with warp 6 can travel 40 l.y. instead of 36).

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