Quote:
Original post by Wavinator
If you apply a deterministic solution (truckers will always equal >100) then how is that any different from applying deterministic solutions across the board and faking the appearance of a dynamic system?
This is a difficult problem, but I don't think it's worth throwing the whole system out because of it.
You could retard the logic of the higher-level entities so that their actions are limited enough in scope that they never 'make waves' in the game world. This way the main purpose of the system is just to create interesting background events for the player to interact with.
You could also add some low frequency random events to the mix. Maybe in addition to the truckers, you've got a 5% chance of running into randomly generated independent freighters along any given shipping route. This would help to keep the system from ever completely bottoming out, although you'd really never want to be left with just the random events either.
There are probably plenty of other solutions I'm not thinking of.
Quote:
I agree with you to a point, but what is the practical difference to the player if a pirate spawned because of a butterfly effect 7 star systems away or because zone X has a 70% chance of piracy?
There isn't a practical difference. In practice, I'm not a fan of implementing dynamic systems by creating a hyper-realistic simulation to govern the actions of every entity in the game world. Like I said, I see dynamic systems as a means to an end. A way to create a better random event generator.
For instance, you could implement a very quick and dirty version of my truckers by removing a lot of the specifics. The faction's logic is only used to determine the best trade routes. The AI looks at each planet and decides which ones it makes sense to trade commodities between. Now, instead of tracking each individual trucker ship, you only need to pay attention to how close to each trade route the player happens to be at the moment. If he's nearby one, there's an x% chance he'll encounter one of the ships along the route, where x is determined by the number of ships assigned to the route and the actual ship is chosen from the list.
I see a number of advantages in this kind of system. First of all, it reacts to things that the player can see. If selling food between Earth and Mars is lucrative at the moment, the player is going to encounter a lot of commercial traffic there. If business dries up, the Earth-Mars route is going to seem a lot more empty. The player can also influence it himself. If he's constantly attacking freighters travelling along a particular route, eventually either more military ships show up or traders stop following along it. Either way, the player changed the world in some small way.
You can certainly fake this kind of stuff, but I don't think doing so is actually an easier or cheaper solution.
Quote:
Then I can layer random freighter and pirate encounters over it and I bet you you wouldn't know the difference.
Probably not, but part of what I like about dynamic systems is the possibility of creating long-term connections. Admittedly, this is more important in free-form games than it is in games where there are a lot of persistent story characters.
If any given faction has a specific pool of ships to draw from, every encounter the player has with that faction will be with a ship drawn from that pool. In this way, it'd be possible for the player to meet a freighter very early on in the game and then, much later on, run into that same freighter. The possibility of chance encounters like this is something that I really like, even if it doesn't add that much to actual gameplay.
And, of course, there's no reason you couldn't augment those encounters with true random ones.
Quote:
At what point is this just designer whimsy, though? If the player has no way of vetting the system (can't see it in detailed action), they have no way of distinguishing fancy rules that create and destroy objects on a whim according to percentages and this (expensive and complicated) system you're talking about.
I agree with what you're saying here, for the most part. The further the system moves away from things the player can directly interact with, the more pointless it becomes. I'll admit that I got a little carried away describing what's possible with this kind of system, but I wasn't really describing what I'd want to see put into practice.