Science fixes
Hello,
I'd like to submit a few ideas for science :
- More science minigames. While it's true that Science is parsecs ahead of the Artemis experience (*click* *wait* *sigh*), I think that having more minigames would add to diversity. One of the issues is that they should be balanced, which is pretty hard to achieve with completely different mechanisms.
The only minigame idea I have for now is "chromatic correction" :

The goal is to synthesize a target color, with 5 buttons (for level 1), each adding a set RGB value.
Let's say that we must generate (128 128 128) and have
(128 0 0)
(0 64 0)
(56 87 93)
(14 52 69)
(0 64 128)
The solution will be 1, 2 and 5 activated.
An improvement of the crude GUI I drawn is maybe to have both RGB values of current color and target represented.
- Fix multiplayer scanning. This is, in my opinion, the major issue with PVP as of now.
What I envision is instead of having the EScannedState for each spaceship, maybe have a vector of ScanInfo. The new ScanInfo type will be a structure, consisting of a faction ID and a EScannedState.
The vector is of course initialized empty.
The function isScanned() will be replaced by isScanned(faction). It will search the vector and return the EScannedState. If the faction id is not found, SS_NotScanned is returned. Setting scanned states will also be changed.
Another change will be in the radar displays to properly account for the aforementioned changes.
This will bring quite a change to already existing scripts but I think it is worth it. I offer to implement these changes, as long as I have the green light
Any feedback on these ideas ?
I'd like to submit a few ideas for science :
- More science minigames. While it's true that Science is parsecs ahead of the Artemis experience (*click* *wait* *sigh*), I think that having more minigames would add to diversity. One of the issues is that they should be balanced, which is pretty hard to achieve with completely different mechanisms.
The only minigame idea I have for now is "chromatic correction" :

The goal is to synthesize a target color, with 5 buttons (for level 1), each adding a set RGB value.
Let's say that we must generate (128 128 128) and have
(128 0 0)
(0 64 0)
(56 87 93)
(14 52 69)
(0 64 128)
The solution will be 1, 2 and 5 activated.
An improvement of the crude GUI I drawn is maybe to have both RGB values of current color and target represented.
- Fix multiplayer scanning. This is, in my opinion, the major issue with PVP as of now.
What I envision is instead of having the EScannedState for each spaceship, maybe have a vector of ScanInfo. The new ScanInfo type will be a structure, consisting of a faction ID and a EScannedState.
The vector is of course initialized empty.
The function isScanned() will be replaced by isScanned(faction). It will search the vector and return the EScannedState. If the faction id is not found, SS_NotScanned is returned. Setting scanned states will also be changed.
Another change will be in the radar displays to properly account for the aforementioned changes.
This will bring quite a change to already existing scripts but I think it is worth it. I offer to implement these changes, as long as I have the green light

Any feedback on these ideas ?
Comments
As that does fix a long standing "TODO" in the code on scanning. And I don't think it will change that much code at all.
It could be paired with the new 'raw data' scan too, and decoys maybe show up in only one band, or not at all.
Ideally, they would be launched by relay (they could even be a second function of probes if you'd want to simplify the design), and disabled by scanning them down. Ideally, this would be a separate mini-game to disable them. It would be pretty obvious that these objects in space were the jammers, so scanning them down seems like a fall-back if no one could think of a good, quick diffusing scheme.
This whole shebang would also play well into the missile re-work that T and I have been meaning to propose: to keep Weapons occupied, each missile could be composed of a warhead (the only difference currently), a guidance system, and an engine. We haven't really hammered out the details of what could change, and it's a whole different thread anyway.
I sort of like the idea of the science minigame and database as it has something of the right feel for scanning. (trying to detect a signal) and then comparing it to known entities.
Since sensors would be some mix of active and passive, perhaps science could try to jam the active sensors of an enemy by trying to figure out which frequency their active sensors are using and then sending a signal on that frequency to "white out" the enemy's active sensor, using their own active sensor as the transmitter. Then you could make it take a certain amount of time to reconfigure the active sensors to use a new frequency (e.g. 30 seconds between frequency adjustments) and when you use this trick you can't target since targeting would use active sensors.