Signal propagation mechanics ideas #7
Replies: 7 comments
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Signal blocking: signals are blocked by solid objects, so that pathfinding works correctly. We may want to allow this to be selective, to create finer-grained control over behavior. |
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Non-friendly signal use: neutral / hostile creatures are very likely to use the same signal propagation mechanisms as player units. |
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Signal amplification and transformation: certain buildings may be able to increase, decrease or convert signal strength artificially. This effect is also very plausibly tied to player-controlled pheromones. |
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Signal smearing: signal fields may be directionally distorted, enabling long-distance transmission in artificial ways. Very useful when combined with signal amplification to create repeaters. Could happen naturally as part of a wind mechanic. |
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Signal extinction: to save on computation and reduce player-facing complexity, we likely want to eliminate any signals that are below a floor. |
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Nested signal types: while signals obviously need to be highly granular to enable appropriate control, we need to be able to check for things like "the sum of all food signals" in order to enable more robust higher-level reasoning. Unclear if this should be defined at the unit or signal level. |
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Conditional signal preferences: Units' signal preferences must be able to vary by their state. Enables hunger, thirst and fear. Essential for things like fetching behavior: preferences must swap from "pick up this thing" to "deliver this thing". |
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As signal propagation and processing is likely to be a huge part of our computational load, we should carefully consider what mechanics we might want before committing to an optimization strategy.
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