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Anisoptera Games Discussion Forum 2019-06-10T13:48:18-07:00 https://www.anisopteragames.com/forum/feed.php?f=5 2019-06-10T13:48:18-07:00 2019-06-10T13:48:18-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9662&p=21897#p21897 <![CDATA[Suggestions • My own constructive feed-back for Reassembly]]> I did not read through every post and topic, so these ideas may have already been proposed and, of course, these are opinions based on my experiences. What I state as fact could be inaccurate as I am not an expert and have not studied the game meticulously.

I really like Reassembly. There are spaceship customizing and building games already out there, but Reassembly's ability to make a ship from almost complete scratch is fantastic. That is Reassembly's strong point, but, after doing nothing but building a ship from a Command Block over and over again, it gets old. With recent updates and beta features, after a long time of being bored with reassembly, I'm excited about it again! However, when I try to play Reassembly, it is still uninteresting to build a new fleet. So here are some ideas I think will help treat this problem:

Resources: when you kill a ship, it drops Resources, plants will drop R after a while, and certain blocks can generate it. There is enough R created that it is ensured the AI will not run out of resources to build more ships. I don't like this. If one of my faction's stations are destroyed, I won't care since me and the faction can just spawn at another station. If a station is building a 300 P ship when it has 20.000 P, it doesn't matter since R is such a common currency that I can go grab another 4.000 and tell the station to build a bigger ship. Resources should have value, without it, my ships don't have value. I think (when respawning) it should take an equal amount of credits as the P value your ship builds to, and resource drops from every source should be significantly lowered.

Map Generation: a large randomly generated map enables every faction to come into play and a "new" experience every time. I don't think that's necessary. If not every faction appears right at the start, then value is given to a map. Since Africa has low industrial development and little natural water sources, the areas with rivers and lakes are more valuable than those without. Likewise, Siberia has lots of natural resources, but the freezing cold and big, ancient forests make development difficult. So European Russia is much more populated. (Limited faction and resource spawning would also make wormholes more important) Randomly generated is also not required. If a creator could make a custom map, then it would enable custom challenges and (if bunch of other features were added) stories.

Scenarios and AI: Currently, factions have different attitudes and will either: attack on sight, wait until you attack first, or flee unless you're an easy kill. This is always the case and player decision making revolve around how do I build this ship or do I try to kill this thing. Faction relationships and attitude alteration would make the game more alive. These 2 factions hate each other, you destroy ships from a faction, one approves and gives you a better opinion score while the other disapproves and lowers your friendship rating. With a high enough friendship rating, a faction won't try to kill you or your faction, perhaps help you out when fighting someone, or even unlock that faction! Another way to add onto this would be Missions. A faction puts a bounty on an agent/capital-ship/station/factory, booleaning the bounty (EntityAlive: false) grants resources, credits, approval from the faction, and maybe unlock extra features. (like a new block or perhaps alter/spawn a faction!) Missions could also enable story lines as completing certain missions could unlock new missions. (and of course text would be added as mission descriptions)

Combat Mechanics: There are some things I noticed about combat that I think could be changed to offer a smoother experience. When an AI shoots at a enemy, it burst fires (unless it's point blank) and is very picky about when to fire. Why do that when you could spray and still have maximum energy? The AI also doesn't begin shooting until it knows it's going to hit instead of when they enter firing range. A player could damage a ship as soon as it enters range but the AI waits. This shouldn't be since you can regenerate the energy as the enemy gets closer even if you miss. I'm thinking that the AI queries whether it has enough energy generation, and then switches firing mode from aim and shoot to I'm a 7 year old, so kinda aim and then spray.

Customization: I've used the Reassembly Web Development Kit, it is extremely handy for creating mods. I've used the sandbox, it is not handy for creating mods. Making the sandbox closer to the in-game editor would be nice, but what I think would be even more handy, is putting the RWDK into the sandbox. I think being able to customize a block without having to exit the game would make modding much smoother. Make some blocks, make a ship, tweak the blocks, make more ships. Doing this is taxing when you have to open and close the game every step, and would be even worse without RWDK.

I'd love if you found this useful.
Sincerely, the guy who sounds like his Grandpa when he preaches.

Statistics: Posted by CrazyFlyingChipmunk — Mon Jun 10, 2019 1:48 pm


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2019-03-28T13:57:06-07:00 2019-03-28T13:57:06-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9653&p=21882#p21882 <![CDATA[Suggestions • Multiple ship cores]]> Statistics: Posted by Gilgamesh286 — Thu Mar 28, 2019 1:57 pm


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2019-01-25T22:17:30-07:00 2019-01-25T22:17:30-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9646&p=21869#p21869 <![CDATA[Suggestions • Suggestion about block having only FEATURES=PALETTE]]>
In an attempt to simplify palette management, I decided to add to all blocks the features "PALETTE", thus resulting in all the blocks being unlockable from the in-game upgrade screen without having to place each and every blocks into a ship blueprint.

I realized that doing so remove the ability, at the upgrade screen or while editing a ship, to see, for armor/hull blocks having only this particular feature set, the usual "Cascaded display for each scale size".

Here is a link with 2 images showing this:

If you see this Arthur, can you check it out please? Thanks.

Statistics: Posted by Galenmacil — Fri Jan 25, 2019 10:17 pm


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2018-11-26T16:52:51-07:00 2018-11-26T16:52:51-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9633&p=21846#p21846 <![CDATA[Suggestions • More options for multiplayer]]> In short: a server hosted multiplayer world that takes place in the same map style that single-player games work. Where there's factions, stations, etc *no wormholes*

Another is more widespread tournaments, that you don't have to be steam friends with the person whom you're having a tournament with.

Statistics: Posted by Lord_Grievous — Mon Nov 26, 2018 4:52 pm


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2018-10-12T00:16:46-07:00 2018-10-12T00:16:46-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=156&p=21835#p21835 <![CDATA[Suggestions • Re: Weapons & Modules Suggestions Summary List]]>
Specialized weapons. Smart weapons. Armory-piercing weapons. Weapons that fire slugs which can penetrate a set amount of blocks deep for every shell, but will over-penetrate (less damage) lesser armoured targets and continue flying. Weapons that do extra damage to small blocks based on sheer force, but will shatter upon hitting heavy armoires blocks, or. velocity-based weapons and projectiles damage. Multi-phase torpedoes, starting slow, but with a flak shield and extra turning maneuverability, then once into “strike” range, acquires target and locks in for a fixed charge, just like modern anti-ship missiles.
Make weapons that are worthy of the technical and strategic depth of space combat. Take inspiration from real life examples if possible. I can go on with lots of examples. Bio-mimicking weapons. Guerilla weapons. Capital ship weapons. Weapons with trade off and self-damage. Weapons with ammunition requirement/fabrication. Weapons with multiple forms. The weapons have to be cool, fun, a spectacle to watch, and interesting all at the same time.

Don’t make weapons that, when players see it, they think “oh I know what this is, it’s another ... (overused stereotype) weapon. This is how it will work aaaaand guessed it. Boring and unbalanced.
Make weapons that are smart in some aspects, but dumb in another. Or have a tradeoff for their power instead of being mediocre and guessable in all aspects. Think as in making weapons for cinematic quality, rather than stereotyping.

Statistics: Posted by McEw — Fri Oct 12, 2018 12:16 am


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2018-10-12T00:05:41-07:00 2018-10-12T00:05:41-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=2293&p=21834#p21834 <![CDATA[Suggestions • Re: Some Basic AI Improvements]]>
1. Take into account thruster placement to decide optimal maneuvering strategy, maybe even change overarching behaviour based on thruster placement. Use absolute direction logic for maneuvering, taking into account maximum thruster efficiency. Move like a crab if must.
If more backwards thrusters than forwards are placed/left, while most weapons faces frontwards, consider maneuver or kite instead of rush. Because it’s not like you’ll be moving forwards a lot.
If not enough thrusters to reach a certain speed while enemy out speeds you, If more dps can be achieved on the spot, instead of charging closer at risk of exposing flank/not using weapons, consider maneuver instead of rush, prioritising using thrusters to pivot and turn so largest dps of weapons are constantly trained on target.
Weapon-on-target priority over move. Secondary priority to get out of weapon-on-target capability of enemy (dodge). If enemy is about to get into range to out-dps you, but which you can fix by moving slightly out of range, attempt to kite and move out of range for a bit.
Unless damaged, in which case if it will not sacrifice too much dps, sometimes consider turning still-armoured sections towards enemy instead of exposing valuable modules like shields/weapons/etc.

So an example of a ship doing all the above points is a ship that moves sideways to get into firing range because it had more sideways thrusters than front/back, pivots to fire, then pivots to speed back out sideways as the enemy moves in to bring weapons to bear. After one of its flanks is heavily damaged, but with enough thrusters to still maneuver effectively towards the other sideways side, it changes its sideways maneuver direction with its still-armoured side facing enemy.

2. Take into account weapon hit probability based on recognition of enemy stats.

If enemy ship is fast, prioritize hit-chance weapons (ie. fast projectile speed, instant hit, fire uptime) if enemy tries to stay st range, prioritize ranged weapons. If enemy is armoured, prioritize dps unless too much negative pointer on enemy out-dpsing you at close range. Bring your most efficient weapons to bear over lesser ones, changing behaviour on the fly.

Fire at any possible targets excluding drones (maybe even drones and missiles but with lesser priority) whenever possible. Take recoil into account. Randomise a bit the target tracking so it can sometimes miss, but will not always lead by too much/pre-fire and completely miss. Take energy usage into account, pause non-crucial weapons if must, as the pointers show.

Basically mark a lot of pointers with either positive/negative rating and have the AI make a qualitative decision based on evaluation of everything combined. A step further (highly advanced) would be to learn in real time how to deal with opponent, ie. pre-move for boxing in and pre-juke in reverse. Bait and trap tactics, or multi-phase tactics, such as charging with armoured section towards enemy, baiting a pre-emoted barrage, then switching direction to bring weapons to bear once safe/in optimal kill range. Retreat back out upon finishing “run” instead of stay within melee range even at risk of exposing wrong direction/sides to enemy. Decide on continuous offensive instead of re-maneuver/ rest and recharge.

3. Take self stats compared to enemy into account.
Since P worth will almost always be the same, take P worth of summarized modular attributes instead of pure P worth. Aka. P worth into maneuvering, weapons, HP worth, make rough offensive/defensive evaluations on the spot. Try to counter this P worth by acting pre-emptively, countering oppponent meta strategy, nullifying their strengths with own capability.

Allow player to define and customize preset AI pointers just as they could build the ship, so AI design is just as much a part of the ship building as ship design. Even set weight for different parts/stages. This will allow for some incredible depth in strategy, and world class competitive potential into these ships, instead of just kite/rush/bulldozer.

Allow players to customize reaction priority based on enemy evaluation too. Highly advanced.

Statistics: Posted by McEw — Fri Oct 12, 2018 12:05 am


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2018-09-04T12:13:16-07:00 2018-09-04T12:13:16-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=1534&p=21820#p21820 <![CDATA[Suggestions • Re: Arena mode]]>
I re-downloaded the game recently, and I saw this feature has been implemented!!!!!!

AMAZING!!

You have added so much to the game since my original post!!!

Thanks a lot :) I have had so much fun with Reassembly. One of the best indie games on Steam, by far.

Statistics: Posted by Kujila — Tue Sep 04, 2018 12:13 pm


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2018-06-21T11:33:22-07:00 2018-06-21T11:33:22-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=156&p=21811#p21811 <![CDATA[Suggestions • Re: Weapons & Modules Suggestions Summary List]]>
Also, it'd be very useful if the RIPPLE_FIRE AI tag meant that the left click default was set to RIPPLE_FIRE for command blocks/factions of that type, and if the RIPPLE_FIRE AI was preserved in Test/Tournament Mode.

ALSO also, I'd like a way to control the brightness of a given charging beam weapon's charging visual effect. Some of my mods would benefit from less messy visual effects when the relevant weapon fires.

ALSO ALSO also, I'd like to request a tag to control the size/visibility of turrets.

Statistics: Posted by Draxiss — Thu Jun 21, 2018 11:33 am


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2018-04-18T13:27:37-07:00 2018-04-18T13:27:37-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9610&p=21796#p21796 <![CDATA[Suggestions • Re: Multiplayer]]> http://www.nomoress.com/reassembly/index.php and/or visit the community Discord.

Statistics: Posted by Splinterman — Wed Apr 18, 2018 1:27 pm


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2018-04-16T23:10:28-07:00 2018-04-16T23:10:28-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=7880&p=21795#p21795 <![CDATA[Suggestions • Re: Let Mons fight some spammers :D]]> Statistics: Posted by Camo5 — Mon Apr 16, 2018 11:10 pm


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2018-04-14T10:26:07-07:00 2018-04-14T10:26:07-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=9610&p=21792#p21792 <![CDATA[Suggestions • Multiplayer]]> Statistics: Posted by Sephiroth — Sat Apr 14, 2018 10:26 am


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2018-02-10T09:49:23-07:00 2018-02-10T09:49:23-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=2377&p=21684#p21684 <![CDATA[Suggestions • Re: Reassembly Discord]]>

Statistics: Posted by danny420dale — Sat Feb 10, 2018 9:49 am


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2018-02-10T09:30:43-07:00 2018-02-10T09:30:43-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=2377&p=21683#p21683 <![CDATA[Suggestions • Re: Reassembly Discord]]>
Hadron was banned from the discord for repeated infractions and an inability to follow the rules. His first moments on the Discord involved him spamming the same set of Holocaust memes repeatedly. Things improved from there, but only slightly.

The moderation team tried to reason with the boy, but it didn't work. The royal 'we' had a four hour private conversation with him in which we explained to him the ins-and-outs of social conduct. He reformed briefly, then started back in his ways. His unrelenting spamming and offensive behavior caused the moderators to frequently get asked by the community to intervene. We started with kicks to give him time to think before he continued, which evolved into soft bans, and eventually into the current ban. Each time the flowers were removed was part some punishment for his behavior. Hadron, however, will refuse to admit that he committed any fault (despite literally dozens of warnings and softer punishments) and that the moderators and administrator are irrational and singling him out. There have been three bans in the history of the Reassembly Discord. Two were spam bots and the last one was Hadron. Let that sink in for a moment.

Flowers, for the record, are a virtual 'currency' that only serves three purposes on the server: purchasing aesthetic roles themed after the factions of Reassembly so the color of your name shows up different from the standard white, playing a handful of small games such as coin flips and dice rolls, and positions on a leaderboard. They are freely given (to the tune of 100 per week for clicking on a message in the announcements channel and a small chance to spawn a few every time someone sends a message). It has no tangible value, but Hadron is immensely obsessed with them.

Statistics: Posted by MonsPubis — Sat Feb 10, 2018 9:30 am


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2018-02-10T09:16:00-07:00 2018-02-10T09:16:00-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=2377&p=21681#p21681 <![CDATA[Suggestions • Re: Reassembly Discord]]> Statistics: Posted by danny420dale — Sat Feb 10, 2018 9:16 am


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2018-02-02T21:34:35-07:00 2018-02-02T21:34:35-07:00 https://www.anisopteragames.com/forum/viewtopic.php?t=2377&p=21383#p21383 <![CDATA[Suggestions • Re: Reassembly Discord]]>

Statistics: Posted by HadronZodiac — Fri Feb 02, 2018 9:34 pm


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