#logic system ideas
68 messages · Page 1 of 1 (latest)
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
you can moniter the heat of a storage and when its too high un overclock the device to let it cool down
you could detect damage to parts and use the info to make countermestures; if armor or shields at % pulse oc tractor beam
and many many more things on account of the roadmap not being finished
like controling the angles of hinges, or roters, lenght of pistons
swaping types of drones for diferent combat methods
even just random stuff like light shows or automated sounds or warnings
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
probibly have the latter like one of the tabs in the ship menu
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
being things like; magnetic plates, sound blocks, spinning lights and headlamps
this would make using
so much easier
i want this so bad
i suck at logic tho so hopefully this wont be too complex
and if it is ill atempt to get better
itid pribibly be a bunch of if than statments
if thing has thing then do this
i guess or, and, xor, xand, might also be usefull for mutipart things that may clash with eachother
we already take up a lot of space with routing power and ammon and crew and stuff so i hope this is wireless
or on another layer of the ship
like decals
idealy yep
some phisical items would maybe also be nice just as an, "you can cripple the ship by shooting this thing"
tho admitidly most stuff does that alredy
yeh
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
yee
tho, with the logic you could make the ship swap types depending on whats happening
ye
which could be realy funny depending on how the ship works
"we are an orbiter" "sir the side guns got shot out" "ramming speed then"
everyone crys as antithisis puts there soul into fanged fighter makeing it solo everything
that would be such a mess of logic
if section of enemy is armored move to section thats not
if guns are pointed att ya move
simple as
if being shot at dont
(it will be very complex tho)
yee
ohohohoho
thats be funny
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
Also logic wires would increase the frequency of "why no power cables????" 😅
This sounds like a great idea. I feel like it should be balanced from requiring a physical object to be bought but being on a seperate layer. I know you guys are gonna be adding the ability to have your crew pilot a ship. But the logic thing would be more late game and have more advanced ship control from the crew control.
i think the best solution would be putting them on another layer of the ship like decals
The funny part could be that like paint, you need ship to use it on
I agree; I think that having a "signal layer" would be the best option, perhaps with three or four colors of wires?
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.
So, in a sense, it could work like a cross between Terraria's system and Factorio's system, if that would make sense.
yeah logic should not involve 1x1 wire pieces, this had already been tried with mods
logic originally had this balance in mind but it turned out that it made ships using it have really fragile systems and way too big if anything as simple as making the ship randomly move to the side when detecting the enemy was done
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
What do you think about having logic be on another "layer", like how paint is?
there are a lot of ways in which that could work, it seems most useful for selecting what parts are controled by what
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.
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.
A much more complicated but very useful feature would be the ability to change crew or resource assignments with logic.
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.
Whatever is eventually implemented, it should be easily accessible and learnable for the average beginner.
That sounds really good