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Chloroplasts

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Panda:
This is less of a suggestion, and more of, if you guys are okay with it, then I will program it all, as I can't wait until DB3 for the chloroplasts, and I can see that the current system is "outdated". :) Here's the ideas:

Chloroplasts - Idea 1
    Very low energy per "chloroplast" per cycle/custom energy per chloroplast
    Bot radius taken into account - larger radius means more energy
    Stop movement - fixes bot
    Stop firepower - except poison(maybe) and sperm
    Reproduction - child born with no chloroplasts
   
Chloroplasts - Idea 2
    Very low energy per "chloroplast" per cycle/custom energy per chloroplast
    Bot radius taken into account - larger radius means more energy
    Costs a lot to move and rotate - cost increases with each chloroplast
    Cost more to fire - cost increase with each chloroplast
    Reproductions splits chloroplasts like nrg and body
     
".setveg"
  A value in setveg makes the bot act as if it were designated an autotroph at startup
  Uses current Energy system - customizable nrg per cycle
  Fixes bot permenantly. Veg can no longer move
  Disables shots except sperm and poison
  Child keeps same value of ".setveg" as parent
  .setveg cannot be set by info shots.
  Once set, cannot be unset.

Also, give me your ideas. :)

Ammeh:
anybody?

Testlund:
I think .setveg sounds best to me, except for bot being permanently fixed. It should be alowed to floot around.

ikke:
setveg in combination with energy related to body. Allow mutation on setveg.

Ammeh:

--- Quote from: Testlund on October 15, 2010, 11:49:34 AM ---I think .setveg sounds best to me, except for bot being permanently fixed. It should be alowed to floot around.

--- End quote ---

By float around, do you mean "not fixed, but not able to drive itself either", or that movement should be like a normal bot?

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