thoughts
priorities - yes, though i'm trying to handle them through a fuzzy logic weighting scheme, rather than hard breakpoints.
broadsides - that sounds like a perfectly good plan, will implement it such.
leaders - okay, i'll keep it as is, just need to make sure the player knows what they are doing. as it stands, one can indeed release a ship from squad. in fact it is bit too easy such that it can be accidental.
auto squad release - interesting idea, but the cases you mention are states that are constantly happening, which inevitably dissolves the squadron cohesion. mmm, and then how to get them back on-squad? lemme think about that - perhaps a temporary override, which is pretty much what is happening now, i dump a bunch of "weight" into the "avoid danger" behavior. perhaps i should dump a bit more.
then there is this thing about time. to actually see a result and understand it, the result needs to have time to manifest. sometimes you will see a ship in what i call "sit and spin." this is when it is trying to figure out what to do next, but is shall we say, conflicted.
as always, your feedback is spot-on and very welcome.
bix
|