#logic system ideas

68 messages · Page 1 of 1 (latest)

loud lodge
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some ideas that could be part of a logic system

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you could use things like sensors as an imput to detect how far a ship is and then trigger things like; preemptive launching, ammo swaping, activation of boosters ect

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you can moniter the heat of a storage and when its too high un overclock the device to let it cool down

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you could detect damage to parts and use the info to make countermestures; if armor or shields at % pulse oc tractor beam

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and many many more things on account of the roadmap not being finished

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like controling the angles of hinges, or roters, lenght of pistons

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swaping types of drones for diferent combat methods

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even just random stuff like light shows or automated sounds or warnings

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probibly would have 2 parts to the system, being the phiscal stuff (weapons thrusters programing blocks ect) and the mental stuff being the wireing between things

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probibly have the latter like one of the tabs in the ship menu

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i do also have some msicalanius items that would be nice and could be used in this system, but probiby should be in a diferent post

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being things like; magnetic plates, sound blocks, spinning lights and headlamps

hexed path
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i want this so bad

loud lodge
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oh also heat valves

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nearly forgot that one

hexed path
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i suck at logic tho so hopefully this wont be too complex

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and if it is ill atempt to get better

loud lodge
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itid pribibly be a bunch of if than statments

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if thing has thing then do this

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i guess or, and, xor, xand, might also be usefull for mutipart things that may clash with eachother

hexed path
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we already take up a lot of space with routing power and ammon and crew and stuff so i hope this is wireless

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or on another layer of the ship

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like decals

loud lodge
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idealy yep

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some phisical items would maybe also be nice just as an, "you can cripple the ship by shooting this thing"

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tho admitidly most stuff does that alredy

hexed path
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i will admit i think some of this stuff should be base and useable without logic. we gonna get more advanced ship ai soon and id much rather just click a button on a menu to tell a ship its a rammer or an orbiter then fiddle with logic distance sensors

loud lodge
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yee

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tho, with the logic you could make the ship swap types depending on whats happening

loud lodge
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which could be realy funny depending on how the ship works

hexed path
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"we are an orbiter" "sir the side guns got shot out" "ramming speed then"

loud lodge
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everyone crys as antithisis puts there soul into fanged fighter makeing it solo everything

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that would be such a mess of logic

hexed path
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if guns are pointed att ya move

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simple as

loud lodge
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if being shot at dont

hexed path
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(it will be very complex tho)

loud lodge
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yee

hexed path
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if this gets added i bet theyre updating the backup

loud lodge
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ohohohoho

hexed path
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thats be funny

loud lodge
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yep,

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theres honistly a lot of ships that would benifit from this

hexed path
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i know nightstalker will like this a lot

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we talked about it 2 days ago

unreal shadow
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I think logic would be really cool, though I have wondered whether 1x1 logic parts would end up being too cumbersome considering space is at such a premium in Cosmoteer.
It'd be a pretty big undertaking with a lot of required effort in the design and general UX

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Also logic wires would increase the frequency of "why no power cables????" 😅

shadow citrus
hexed path
loud lodge
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The funny part could be that like paint, you need ship to use it on

gritty needle
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Terraria's system could provide a good inspiration, though of course the Cosmoteer one should require ship tiles to build on! To prevent it from becoming utterly disconnected from the ship's structure, I think that most of the wire interaction points should need physical parts to perform logic.

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So, in a sense, it could work like a cross between Terraria's system and Factorio's system, if that would make sense.

lethal sparrow
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basicly, logic doesnt need balance when cosmoteer already automates weapon firing and ship moving
you might as well put all of it onto some sort of custom AI editor

gritty needle
lethal sparrow
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there are a lot of ways in which that could work, it seems most useful for selecting what parts are controled by what

plush jolt
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To add to the concept, you could have a control room size part, call it the ai room or server room or whatever. Logic "wires" would just be logic assignments from the server room to the parts controlled, like crew assignments. Then have triggers and actions for parts that are mutually connected through the server room. Triggers and actions can be selected in the part's hamburger menu.

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You could make it so a server room can only handle logic from 250 CP worth of parts, so it'd make sense to have redundant server rooms.

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A much more complicated but very useful feature would be the ability to change crew or resource assignments with logic.

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Like making capacitor suppliers supply shield capacitors over the TCM factory when shields are taking fire. This would allow for ships with far fewer crew, but would probably be just as computationally intensive as right now.

gritty needle
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Whatever is eventually implemented, it should be easily accessible and learnable for the average beginner.