"3) Predictable asteroid splitting, as much as possible giving floating point accuracy." - Great! Fundamental question for now.
"1) Asteroids continue splitting to make survival harder in the end game. It could be a count of splits that can be configured and tuned. Asteroids is 3, we could have 10-20." - I do not understand. McLeopold could you comment it ?
"3) If you get hit by an asteroid, you ship is pasted to it for the rest of the game." - I do not understand. McLeopold could you comment it? What will be changed in mechanics?
"4) Limited mobility. Large turning radius, slow accelerate and decelerate. Makes it harder to survive and requires greater precision and prediction." - as I tested current mobility is quite prefect (imho).
Asteroids move too slow... The number of asteroids is too low...
"Ship's energy, missiles, multiply ships, disabling shot" - It does not mean for prototype. It does mean for contest.
The first base algorithm for Ants was pathfinding.
The second base algorithm for Ants was battle engine.
The advanced algorithm for Ants was collaboration.
The most advanced algorithm for Ants was strategy. (survival strategy or attack strategy and so on...)
The barrier of entry depends of the base algorithm for Asteroids.
The behaviour of your enemies is unpredictable.
Should be splitting of asteroids predictable?
Should be splitting of asteroids PARTIALLY predictable?
I think it is fundamental question for now.
Let's form the final rules for the splitting of asteroids. Predictable / partially predictable / unpredictable ?
Statistics: Posted by akarukov — Mon Feb 06, 2012 11:54 am