Re: Development of Naval Robocode
Pavel Ĺ avara <[email protected]> Wed, 23 Nov 2016 10:56:23 +0100
| Newsgroups | gmane.comp.java.robocode |
|---|---|
| Message-ID | <CABB+071fMkmkvU=ivanoFbsBPpTfUE3fKz9tVDMEMLBVtLbrRg@mail.gmail.com> |
Nice, few notes: - I would advise you to implement it step by step, so that you are able to show working result when you run out of time, or passion. - Try to play the game with the new rules with a friend, so that you could tune the rules. Otherwise you will end up with game with poor fun factor. - It seems to me that rules you propose would work best with teams of ships. - It seems it would require smarter robots than usual robocode, planning ahead, planning routes to avoid islands. Again, try to implement such robot with a friend to prove the problem is solvable and fun. - Sample robots would help others in the community to follow. On Wed, Nov 23, 2016 at 10:12 AM, <[email protected]> wrote: > Hi Pavel, > > Thank you for your response, I appreciate it. > > I have elaborated some of the plans and added what I think would be needed > as new game rules and impact on the game strategy. > I will just post them in here since I think that will be easier for > everyone. > > ------------------------------------------------------------ > ------------------------------------------------------------ > ---------------------------------------------------- > > Missiles > > Elaboration > This feature consists of implementing Missiles in the game. It will be a > new type of weapon that the ships will be able to use. Missiles will be > more powerful than the current bullets or mines. These missiles won't > behave like bullets, so they won't be able to hit something in their path. > They will be launched from a ship and go straight into the air to high > altitude. After that they will travel their distance and impact and > detonate on a certain area of the battle arena. Every ship in the blast > radius of the missile will be hit and damaged. > > Impact on game strategy > The impact on the game strategy will be that the robocoders of ships will > have to take in account a new type of weapon. There needs to be way the > ships can estimate a location where the missile will most likely impact, so > they can handle accordingly, or not. > > Changes in game rules > The minimum and maximum damage of missiles needs to be defined in the > rules. The maximum distance a missile can travel also needs to be in the > rules. The energy it takes to fire a missile needs to be significantly > higher than a bullet or a mine, since it will do more damage. Firing > missiles is not something you should be able to do over and over again. > > > Islands > > Elaboration > The plan to implement islands into the arena is to create more dimension > in the game. I want the islands to block radar scans so that you cannot see > everything around you in a certain radius anymore. This creates an element > of surprise, since you do not know what can be lurking behind the island. > Maybe it is an idea that certain types of weapons(missiles in particular) > can damage an island. To do that the island would need a certain amount of > life or an energy level. This will enable the island to be destroyed after > a certain amount of hits. If this does not get implemented it will > basically just function like some kind of wall somewhere in the arena, > since it should behave the same way. Maybe we can let the island be > randomly generated, in terms of size and maybe shape. > > Impact on game strategy > The impact this will have on the strategy is that it creates an element of > surprise. If you do not know what's behind an island, you'll have to either > circle around it to find out. Or you have to move away from there. This > forces the robocoder to think about whether he wants to take that risk, or > not. > > Changes in game rules > In case an island can actually get destroyed, there could be a set life or > energy value defined in the game rules. It is also an option to make the > energy or life value depend on the size of the island, if it will be > randomly generated. > > > Composition of ships > > Elaboration > At the moment every ship that the robocoder can program is the same. I > have the idea to make the robocoder decide the composition of his own ship. > So for example he can have an extra powerful radar instead of a mine > launcher, an extra powerful front cannon instead of a back cannon, > etcetera. The idea was to make some sort of point system, or a maximum > amount of components a ship can have. > > Impact on game strategy > It would add a new form of flexibilty to the game because not every ship > will be the same anymore. It would also force the robocoder to choose the > approach he wants to take, he can sacrifice his back cannon to create an > extra powerful front cannon, this gives the robocoder more freedom. > > Changes in game rules > The rules will need to contain some form of point system or maximum amount > of components which the robocoder is allowed to use. > > > Submarines > > Elaboration > The idea was to create a new type of ship, this creates more dimension in > the game once again. I want to make the normal radars, not detect the > submarine. This would be a way to make use of the composition of ships, > because you would need a sonar to detect a submarine. Submarines will be > more fragile than normal ships so the game remains a bit more balanced. I'm > thinking about making some weapons able to hit a submarine and making some > unable to. I was planning to make missiles, mines and torpedo's(see below) > able to hit a submarine, but normal bullets will not be able to. > > Impact on game strategy > A robocoder will need to take into account that a new type of ship can be > lurking in the deep. If you don't have a sonar you will be blind for what > happens under water. So he will need to decide whether he wants to take > that risk, or not. If the robocoder is planning to use a submarine, he > needs to decide whether the fact of being more fragile, outweighs the fact > of being harder to detect. > > Changes in game rules > The maximum energy level of submarines needs to be specified in the rules > since it needs to be lower than a normal ship. The rules also need to > contain which type of weapons can hit a submarine. I also think it is a > good idea to give the submarine less available components to use, due to > its advantages. > > > Torpedoes > > Elaboration > This is a certain type of self-propelling missile which travels trough > water and detonates on hitting a ship or wall. The idea was to make this > new type of weapon available to both normal ships and submarines. Torpedoes > will travel at a lower speed than normal missiles and bullets, but will be > faster than ships or submarines. The damage a torpedo will do to a ship or > submarine will be in-between a missile and a mine. The damage done to a > submarine will be higher(almost critical) than to a normal ship. > > Impact on game strategy > This is a new aspect the robocoder will need to pay attention to, > especially if he chooses to use a submarine. The ships will need to have a > possibility to monitor the torpedo and act accordingly, or not. > > Changes in game rules > Minimum and maximum damage of torpedoes will be specified in the rules. > The extra damage a torpedo will do to a submarine, will be taken care of in > the submarine's classes. > > ------------------------------------------------------------ > ------------------------------------------------------------ > ---------------------------------------------------- > > With kind regards, > Colin > > -- > You received this message because you are subscribed to the Google Groups > "robocode" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "robocode" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. 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