Node based pathing for bots
Posted: Sun Apr 03, 2016 7:13 am
So I know some discussion has been going on about bots and networks. however I think for the large networks I tend to create another feature could be added, maybe in combination with overlapping networks II, that would make life better for players that use robots to lay down large pieces of infrastructure.
I tend to make one big network for my whole base, mainly because when I am building my railroad infrastructure I use bots. however bots always try to fly a straight line to there destination (see discussion about the bots), one of the problems is offcourse that they panic and when they are out of power they basicly crawl back to the closest roboport however the problem I want to adress here is the fact that they tend to leave the "safe zones". bots fly over enemies and their bases without a care in the world and when building your railroad network with bots its quite frustrating to have them fly over bases that have spawned in the gaps between my fortified corridors. Because of this you need to build stuff within these areas to prevent bases from spawning and you have to destroy every base you encounter after "a few" hours of playing it will look like this: At first when the bots would fly from the production segments 1&2 to "the wall" they would fly over the empty space next to "B_SemiProductsPickup" however alien bases kept spawning there crippling my construction bot numbers. To deal with this I literally filled the area, I did not need the power I am producing there its just plain filling. Another example are the "staging ports" that you can see scattered over the enclosed areas, they charge the drones but basically are not essential to the functioning of the base nor needed for expansion of the base. There are more examples I can give but I think you get the jest.
The suggestion I would like to make is to make optional node base flight for the robots possible, where the robot ports function as nodes. This would mean that they would fly from roboport to roboport (over the yellow dotted lines that are already shown when you select the ports) and when they reach the roboport that covers the area where the task is to be completed they will go to the task. This will decrease their efficiency inside the base but keep them safe outside of it, since they would be flying over my well defended railroad corridors.
I am no programmer so I am not sure if you can have two different pathing methods within the same network but I can imagine that is not possible. i have three options for that, not sure if they are feasable:
- Use the overlapping roboport networks (see link above) and enable players to select what kind of pathfinding they want for each network
- Enable players to change/select the default robot pathing, so OR node based flight OR the current situation for all networks
- Enable players to change/select the robot pathing per network and prevent different kind of networks to connect, so basicly overlapping networks without interaction.
Any thoughts/improvements ?
I tend to make one big network for my whole base, mainly because when I am building my railroad infrastructure I use bots. however bots always try to fly a straight line to there destination (see discussion about the bots), one of the problems is offcourse that they panic and when they are out of power they basicly crawl back to the closest roboport however the problem I want to adress here is the fact that they tend to leave the "safe zones". bots fly over enemies and their bases without a care in the world and when building your railroad network with bots its quite frustrating to have them fly over bases that have spawned in the gaps between my fortified corridors. Because of this you need to build stuff within these areas to prevent bases from spawning and you have to destroy every base you encounter after "a few" hours of playing it will look like this: At first when the bots would fly from the production segments 1&2 to "the wall" they would fly over the empty space next to "B_SemiProductsPickup" however alien bases kept spawning there crippling my construction bot numbers. To deal with this I literally filled the area, I did not need the power I am producing there its just plain filling. Another example are the "staging ports" that you can see scattered over the enclosed areas, they charge the drones but basically are not essential to the functioning of the base nor needed for expansion of the base. There are more examples I can give but I think you get the jest.
The suggestion I would like to make is to make optional node base flight for the robots possible, where the robot ports function as nodes. This would mean that they would fly from roboport to roboport (over the yellow dotted lines that are already shown when you select the ports) and when they reach the roboport that covers the area where the task is to be completed they will go to the task. This will decrease their efficiency inside the base but keep them safe outside of it, since they would be flying over my well defended railroad corridors.
I am no programmer so I am not sure if you can have two different pathing methods within the same network but I can imagine that is not possible. i have three options for that, not sure if they are feasable:
- Use the overlapping roboport networks (see link above) and enable players to select what kind of pathfinding they want for each network
- Enable players to change/select the default robot pathing, so OR node based flight OR the current situation for all networks
- Enable players to change/select the robot pathing per network and prevent different kind of networks to connect, so basicly overlapping networks without interaction.
Any thoughts/improvements ?