Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! Clones, Extensions, Modding » FreeStars » Split Fleet issues
Split Fleet issues Thu, 30 October 2003 17:02 Go to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Split fleet issues are a major pain, both in the game, and for the programmers.

First a brief explanation:
You've targeted an enemy fleet, and they split of some of the fleet and they travel to different locations. If you've only got one fleet targeting the enemy fleet, it's pretty obvious, chase the biggest chunk you can, although defining which is the biggest chunk is not always obvious.

If you've got multiple fleets chasing the enemy fleet, then things get interesting.

First I'm going to assume that you don't want the parts of your fleet to all chase the same enemy fleet, if you wanted that, you could have them follow each other (grouping fleets would be a nice addition, but isn't necessary for this)

Unlike Stars! I'm not going to consider other people's fleets that are also chasing the enemy fleet, this seems to lead to abuses, errors, and only rarely is it what you want.

So far I've got an algorithm that says track each part of the fleet as it splits (it can go through several iterations as some one merges ships and splits them up).

The biggest chasing fleet (probably in terms of combat rating) gets to pick first, it will go after the biggest part of the orginial fleet based on combat orders (so if you're going after bombers, it'll ignore everything else - Stars! seems to do this already).

The complications:
Do you treat anything from the same location as a fleet you are following? Do you count cargo if your chasing freighters or Any? Waypoint 2+ targets make things very complex (ie. you have a fleet gating to a world, and then targeting an incoming fleet. You also have a fleet just targeting it in space. The fleet splits. Now what?) Keeping track of everything as each player goes through all splits and merges is a major pain.



- LEit

Report message to a moderator

Re: Split Fleet issues Thu, 30 October 2003 18:59 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
Warrant Officer
Past Weekly Puzzle Master

Messages: 121
Registered: May 2003
Location: NY, USA

I can't really give any specific advice on how to handle a problem like this because I haven't seen the code yet, however I can give some general advice. Whatever you are going to do try to make it easy to understand what is happening, the code might look like Satan's revenge on Earth as long as the players have an idea what is going to happen when they target a fleet. This kind of goes hand in hand with that, but try not to do anything too complex (I know this is MUCH easier said than done) because as a player I would not really want to have to sit there for half an hour with my calculator to see if my ships will chase who I want them to chase.


"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

Report message to a moderator

Re: Split Fleet issues Fri, 31 October 2003 05:43 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
People will want the code to target the same ships they would have targetted had they known how the ships were splitting. This human decision will also have some input from the direction taken by the ships.

As such I would think it impossible to get the code to evaluate the split fleets in any fashion remotely like how a player would.

Say you target a fleet that splits exactly 60/40 for all ship types in the ship.
The 60 part head away from you and the target whilst the 40 part heads for the target.
What you would most likely want to happen is for all your fleet to target the smaller 40 fleet as it's actions are much more dangerous (I say "all" because it is simpler than waffling on about the relative sizes of the opposing fleets).

I don't see how you could do this.
Perhaps give priority to targets you can catch.
I don't think that really helps in this case.
Your opponent could still move the 60 fleet away, but to a position where you could catch it and still leave the 40 fleet unmolested.

Whatever you come up with I think there will always have to be a proviso about players not abusing the rules.

This is because in the game one player has to evaluate a threat and decide how to deal with it before the split action occurs.

I think I've suggested this before, but my only real suggestion is to disallow splitting of fleets in open space.
Perhaps allow fleets that are not moving to split.
Probably allow fleets in space to merge.

Even then this gives an advantage to the player intending misdirection.
He has all his ships travelling together but split into small chunks.
His opponent splits his fleet similarly and targets each chunk.
The first player then merges his fleets and gets all the benefits of stacking.


[Updated on: Fri, 31 October 2003 05:47]

Report message to a moderator

Re: another idea Fri, 31 October 2003 05:50 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
(cut this out of above as I can't see the above working, but this might)

Another suggestion is for each ship in the "defending" fleet to target one ship in the target class of the "attacking" fleet.
If the target splits then each ship follows it target.
You would then have to automatically re-merge ships before any battle.

I guess this may get very messy if both fleets targetted each other. But perhaps less messy for a computer to handle than a player.

Also have an issue when there are more attacking ships than defending. Some of them wouldn't be targetted.
However I don't see any massive holes in this suggestion yet.

I guess I am saying that in terms of battles and what the player sees and moves around you still report fleets.
But the server deals with the ships as separate ships.
Each ship has a fleet attribute.
Different ships in the same fleet can have different targets (as calculated by the server) but if the player wants to change the targets he can only change it at the fleet level affecting every ship. (this does beg the question of how you report a fleet that has more than one target).

M




[Updated on: Fri, 31 October 2003 06:00]




I am the God of hell fire, and I bring you

... Brian Pithers

Report message to a moderator

Re: Split Fleet issues Fri, 31 October 2003 12:44 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
mazda wrote on Fri, 31 October 2003 11:43

Say you target a fleet that splits exactly 60/40 for all ship types in the ship.
The 60 part head away from you and the target whilst the 40 part heads for the target.
What you would most likely want to happen is for all your fleet to target the smaller 40 fleet as it's actions are much more dangerous (I say "all" because it is simpler than waffling on about the relative sizes of the opposing fleets).


Maybe add a way to "highlight" such dangerous area's?
Defining such an area would be something like a beacon with a x ly radius that you can place all over your map (it wouldn't be something you have to actually build, although that opens other perspectives). You could place them along your borders in a colour, where they overlap more danger ...

You target the fleet and give your fleet the order "to follow the part that moves towards or into a highlighted area", maybe also adding a scale like: "if 30% of the targetted fleet moves into the dangerous area than follow it, if less than follow the other fleet"? You could specify the %, like 30% of the armed ships or 30% of the bombers or ...

Hm, of course you probably don't know where the fleet will be moving too before your fleet engages. Laughing

mch

Report message to a moderator

Re: Split Fleet issues Mon, 24 November 2003 11:45 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
First thing to change, IMO, is the ability to target separate ship classes within the specified enemy fleet. Maybe this can be accomplished via a drop down list, of the ships you can see.
- bombers
- miners
- freighters
- different warship classes
-etc
Obviously, a scanner check should be used to see if cloaked ships are involved in the calculations...

This would probably solve *most* of the SFD problems, as the main legit reasons to split you fleet is to

-Sweep via chaff
-Sweep via cruisers
-Send off expeditionary forces
-Attack multiple targets

Just eliminating the sweeper ships as a target for your pursuing ships allows for some rules to take over most remaining issues, I think.

However, setting another data point, of quantity or weight perhaps, would allow further refinement of targets.

So, in other words, take your main fleet and split it up into sub groups (special function button?). Target a enemy fleet with these subgroups, and from a drop down select target ships, and a weight or # limit. If said enemy fleet splits, and the unit, plus weight or # limit are in the correct range, continue split from main group and pursue. If requirements are not met, merge with main group <before movement>, thus using the main group orders.

Utilizing this or something similar, may be effective means of SFD control, while allowing a bit of guess work on both sides. That would make it yet another bit of strategy, but also allow for better defense of hard targets against an enemy fleet split.

I am not a programmer, but I don't see much of an issue with adding this into the event calculations. Seems to be simple procedural coding, but, then, what do I know... Razz

-Matt




[Updated on: Mon, 24 November 2003 11:45]




Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Re: Split Fleet issues Thu, 22 January 2004 15:00 Go to previous messageGo to next message
Naatti is currently offline Naatti

 
Civilian

Messages: 3
Registered: January 2004
If I was a starfleet commander, and the fleet I was pursuing, would split, what would I do? I would split my fleet so that I could destroy most of the enemy ships. I would send lightly armed destroyers against unarmed targets. My cruisers would go after enemy destroyers and heavy transports. My battleships would target enemy cruisers and battleships. Anyway, I'd take care the pursuing fleets would be stronger than enemy fleeing fleets.

So in a split case, every fleeing fleet would get a pursuing fleet, which is a bit stronger. But only if the pursuing fleet has "split on chase" enabled. If the escaping fleet is more numerous, then some of it's fleets would get away free.

Or maybe a player could define chase target priority for his ship classes?

Report message to a moderator

Re: Split Fleet issues Thu, 22 January 2004 18:40 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
"Split on chase" is an interesting idea.

How do you know if his ship needs 4 or 3 of yours to kill? The host program doesn't know if you know the design or not, that will be saved locally in the history file. And even if the program knows the design, how does it know what can beat what, and what ships are expendable (chaff vs sweepers), or how much damage is acceptable (80% damage might be fine near your bases, but deep in enemy space, you'd rather a few got away, and the damage was minimized)?

There problem is fairly easy for the player to make, but the host program can't ask them during the turn processing. Defining how a program will do it is much harder, and that's why it's a nasty problem.



- LEit

Report message to a moderator

Re: Split Fleet issues Fri, 23 January 2004 06:22 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
mlaub wrote on Mon, 24 November 2003 16:45


So, in other words, take your main fleet and split it up into sub groups (special function button?). Target a enemy fleet with these subgroups, and from a drop down select target ships, and a weight or # limit. If said enemy fleet splits, and the unit, plus weight or # limit are in the correct range, continue split from main group and pursue. If requirements are not met, merge with main group <before movement>, thus using the main group orders.


Yes.
To me the pertinent part is that the defender can target separate parts of the enemy fleet without suffering the effects of having to split his fleet.
I don't quite see how pre-nominating the chunks and chunk sizes helps.
Can you give an example of what sub groups you would create to target 40 enemy BB's if you had 50 equivalent BB's ?

Cheers,
M

Report message to a moderator

Re: Split Fleet issues Fri, 23 January 2004 09:54 Go to previous messageGo to next message
Naatti is currently offline Naatti

 
Civilian

Messages: 3
Registered: January 2004
LEit wrote on Fri, 23 January 2004 01:40

"Split on chase" is an interesting idea.

How do you know if his ship needs 4 or 3 of yours to kill? The host program doesn't know if you know the design or not, that will be saved locally in the history file. And even if the program knows the design, how does it know what can beat what, and what ships are expendable


How do I know? If I can see a fleet to pursue it, I can also see the fleet's composition, no? The program knows the ship ratings. The program does not know the result of the battle, but a ship with better rating is stronger.

Report message to a moderator

Re: Split Fleet issues Fri, 23 January 2004 12:39 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
You can see it, but unless you are a WM, you might not know the designs. And even if you know the designs, how does the computer know that your design A can beat their design Z?

The rating is only based on offense, it doesn't count defense at all, so, a nice BB has a big rating, where a standard AMP nubian has a smaller one. The AMP can stomp the BB...

Also, a missile ship can kill a beamer (usually), but if you add chaff, the missile ship is toast. But two beamers might be able to kill that missile ship without chaff, but with heavy damage and or a loss of a ship. Which might or might not be acceptable to the player.



- LEit

Report message to a moderator

Re: Split Fleet issues Tue, 27 January 2004 07:10 Go to previous messageGo to next message
TheJorrus is currently offline TheJorrus

 
Petty Officer 1st Class

Messages: 69
Registered: November 2002
Location: South Africa

How about this: Rolling Eyes
Have the host/server decide if a split fleet(s) is succesful , based on some factors such :

1) Engine class (chaser vs escaper)

2) Distance between chaser and escaper
(the closer the chaser is ,the more likely the attempted splits will fail)

3) Total number of chasers vs escapers
(consider it something like a fleet engulfing another blocking certain escape routes , and possibly chasing escapee's back to thier original fleet. Some ships try to flee in a certain direction then some chasers break off and give chase causeing them to turn around)

4) Luck and/or some other rating (eg spacefarring or something). have it as a "%" spinner in the LRT's

Report message to a moderator

Re: Split Fleet issues Tue, 27 January 2004 08:02 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
I like the first three factors as possible things...

...but there's two minor problems.
1) Completely wrong question. The question is about following a fleet that splits, and what your fleet does, and how on earth you're going to make an algorithm of it.

2) In stars!, splitting your fleet cannot fail. So your ideas are automatically relegated to a future version, one not trying to clone stars! as closely as is sane.


Other than that, great ideas! Wink

Certainly something I'd like to see in a later version. But ... we're not at a later version yet.

Report message to a moderator

Re: Split Fleet issues Thu, 26 February 2004 11:05 Go to previous messageGo to next message
jdcockerham is currently offline jdcockerham

 
Civilian

Messages: 1
Registered: February 2004
Well if you are trying to clone stars! as closely as possible then you probably wont like this idea for it either. But what if it took 1 turn to complete a merge or split. The ships didn't advance during this turn. The commander of the splitting fleet would have to decide if he had the time to do the split or not and the commander of the opposing fleet would be able to decide for himself how he wanted to handle the split.
This would also eliminate any re-merging problems since the player would be making the decision as to how to handle it.

Report message to a moderator

Re: Split Fleet issues Mon, 10 May 2004 07:24 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

I don't find it viable. My general take on split fleet issues has always been looking at the problem from a 'reality' approach. i.e. Here I am, captain of a group of 6 raiders. We are being chased so I send the order out to the other 5 ship captains 'head for home on different tracks - you're on you own'. Great, next turn, all ships have warped out in different directions just like I ordered.

Now, here I am the commodore of the 34 cruiser strong chasing battle group. It is only after the turn file is submitted and I get the next years' scan data that I see that the fleet I was chasing has split. In 'reality' I would see them shooting off at different warp speeds and split my forces to chase them individually if I wanted to. The 'turn' is actually a snapshot of a moment in time, not a dynamically updated dispaly as in 'reality'. Hence, the problem.

So, what we need is are rule sets that we can apply to fleets that determine to the battle engine what we would want to do in the event that the target has split. i.e. 1) nothing, 2)split attacker into subgroups equal to the new targets, targeting each one. 3)split into x subgroups target priority highest mass to lowest. etc.

Since 'hopefully' we will have eliminated the 512 fleet limit this shouldn't be too much of a peroblem and allows for some degree of control to counter the split fleet dodge.

Ptolemy








Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Split Fleet issues Mon, 10 May 2004 11:00 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Ptolemy wrote on Mon, 10 May 2004 07:24

Since 'hopefully' we will have eliminated the 512 fleet limit


We are not going to raise the number of fleets. I'm sure it's in Stars! because of file storage limits, however, it is a big factor of balance.

Imagine someone chaff sweeping 10 of your fields every turn. Or an SD with 500 mine layers cluttering space (of course if you lift the fleet limit, you lift the mine field limit). Or a JOAT splattering space with chaff to catch cloaked ships.

The fleet limit also is one of the things that hurts larger empires, without being entirly crippling, which is a good thing.



- LEit

Report message to a moderator

Re: Split Fleet issues Mon, 10 May 2004 14:00 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
[quote title=LEit wrote on Mon, 10 May 2004 10:00]
Quote:


We are not going to raise the number of fleets. I'm sure it's in Stars! because of file storage limits, however, it is a big factor of balance. The fleet limit also is one of the things that hurts larger empires, without being entirly crippling, which is a good thing.



The 512 fleet limit is a poor balance feature, at best. It is more of a hindrance to game play, than anything else. It is one of the major reasons that you can't skip turns in a huge game, in the end game. This is especially true for -f's and HE's. For -f's, its your resource density, and for a HE it is lack of gates. This means that you will be riding the 512 limit, turn by turn, with a competitive sized empire. Essentially, you could reduce the amount of MM for many players by boosting it to 2048 or higher. Enough, at least, to automate and walkaway for a few turns.

Quote:


Imagine someone chaff sweeping 10 of your fields every turn. Or an SD with 500 mine layers cluttering space (of course if you lift the fleet limit, you lift the mine field limit). Or a JOAT splattering space with chaff to catch cloaked ships.



This is a knee jerk "The sky will fall!", reaction to chaff sweeping. The simple truth is that very few players chaff sweep, period. Let alone 10 per turn! Add in the fact that it costs you resources, minerals, and you still need enough ships to take out a SB, and this becomes a moot point.

Minefield limits are really annoying, also. Especially if you decide to be a loner, and are winning. It's not just SD's either. I hit that limit with most races, but especially IS and HE.

The JOAT "shotgun" is something that can be countered, but it is a big pain, and would be worse with a higher limit. However, besides me, Kang is the only player I have *ever* run into that verged on the annoying, using this trick.

Doubtful this is going to change your mind about it, but I felt obligated to point out most of your arguments against upping the limit are false, IMO.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Re: Split Fleet issues Mon, 10 May 2004 14:33 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
I understand we are planning to do the public source copy of stars. I also understand we try to make it as close to original as possible. In that light we should keep all the significant limits in.

Maybe only that 1/512 minimum hull damage is ridiculous. Other limits are quite OK. 16 different ships, 10 different orbitals, 512 minefields... no pain to play with these limits if you got enough skill.

On the other hand... we live now the era of 64 bit architectures going to desktops. That means such silly limits are artifical anyway. So it is no problem to make them part of some def file that is open for host to change before game. Wink

Report message to a moderator

Re: Split Fleet issues Mon, 10 May 2004 20:52 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Kotk: right on both. I intend to keep the limits in, however, I'll probably be able to put them in a file somewhere, so each game could expand them as the host sees fit.


- LEit

Report message to a moderator

Re: Split Fleet issues Tue, 11 May 2004 02:39 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
How about tying limits (All opf them, Fleet, Mine, Designs, everything) to galaxy size??


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

Report message to a moderator

Re: Split Fleet issues Wed, 12 May 2004 20:48 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
Registered: March 2004
Please note I suggest this without reading all other posts. Wink

What if it chose what ships to chase based of of battle plans selected for the fleet?

This would give a lot of control.

Report message to a moderator

Re: Split Fleet issues Thu, 13 May 2004 21:59 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
You should read the other posts first...

That's mentioned in the first post where I posed the question.



- LEit

Report message to a moderator

Re: Split Fleet issues Thu, 13 May 2004 23:42 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
Registered: March 2004
LOL, I'm sorry.
Just short on time, and want to be helpful at same time.

Report message to a moderator

Re: Split Fleet issues Thu, 10 June 2004 14:29 Go to previous messageGo to next message
StarsBob is currently offline StarsBob

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Okay, the alg for split fleet should do the following:

1) Can I catch x fleet at my current speed.
2) If I catch x fleet will I engage x fleet (based on battle order).

Then it gets confusing:

3) Is x fleet at least 25% of the fleet targeted.

And then really hard:
4) Is it heading toward my planets or his?

Report message to a moderator

Re: Split Fleet issues Thu, 10 June 2004 21:57 Go to previous messageGo to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
StarsBob wrote on Thu, 10 June 2004 14:29

1) Can I catch x fleet at my current speed.

And let it go if it can't catch it?
StarsBob wrote on Thu, 10 June 2004 14:29

2) If I catch x fleet will I engage x fleet (based on battle order).

Of course.
StarsBob wrote on Thu, 10 June 2004 14:29

3) Is x fleet at least 25% of the fleet targeted.

And if not? What if you're chasing a fleet 10 freighters that splits, you want to catch as many as you can.
StarsBob wrote on Thu, 10 June 2004 14:29

4) Is it heading toward my planets or his?

This is very hard or impossible to determine unless the fleet is going to land on a world, and what about allies worlds. And which fleet does the program decide to follow depending on what it determines?



- LEit

Report message to a moderator

Previous Topic: Praise to the makers
Next Topic: Duplicating the battle engine
Goto Forum:
  


Current Time: Thu May 09 11:37:41 EDT 2024