mphair/abstrat — Issue #9: select-able movement resolution algorithms
Author: mphair
Created: 2011-11-16 08:00:15+00:00
State: open

currently, movement resolution is pretty lazy. it would be nice to provide some options so that lines of entities can move in the same direction or possibly advancements can provide precedence in movement.

An interesting approach might be to have a strict order in determining moves and have advancements that move entities up the scale. The only problem is that for there to be a strict order, it is impossible to make starting entities entirely equal. Perhaps there is some trade-off for move precedence?

Or perhaps we finally allow some randomness into the game and conflicts are determined by a coin flip? We would need to find a good way of seeding the generator such that the coin flip comes out the same on all clients, the fair version of which would probably end up as a turn-taking algorithm.

Or perhaps entities moving into the same spot spend energy to take it? Once we implement energy conversion as an action, there could be a "move resolution cost" that gets spent on move actions repeatedly until one of the movers can't pay the cost, and the cost be in a non-primary type of energy so that it doesn't result in entity removal. In universes where it was the primary source, it could result in some interesting gameplay.

Similarly, move resolution cost, but it is an auction of some sort, where only winner pays. Or only losers pay?