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Home » Stars! Clones, Extensions, Modding » FreeStars » Split Fleet issues
Split Fleet issues Thu, 30 October 2003 17:02 Go to previous 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

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