I don't know what he'd expect from a "human expert" but in principle, the script does what he's suggesting.
Analyse for multiple targets the movement and vector changes (basically the derivate) and decide which targets to engage with which turrets and guns.
As a result, a destroyer can simultaneously take on some 30-40 fighters and a few M6 and have a chance to win.
The vanilla turret scripts work like "shoot and keep shooting the first thing that comes in range".
The same destroyer would die without even making a dent, spraying bullets every which way and performing the "flailing hopelessly" maneuver.
Given the many corners I had to cut to make it work without grinding the game to a halt, the math looks pretty screwy, with 1D, 2D, and 2.5D aspects. =)
Post
Thu Nov 28, 2013 2:29 pm
#31
Re: How far will ship design go? How different will ships be
There is no "I" in Tea. That would be gross.