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Chloroplasts

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Testlund:
Yes, I prefer no superimposed ristrictions on veggies, except for most of the shots. They should only be allowed to use poison and waste shots.

I like to set the energy intake such that the bot can't afford to waste energy on voluntary movement, to simulate plant metabolism.

I wonder why plants never evolved legs, teeth or eyes.  :P

ikke:

--- Quote from: Testlund on October 18, 2010, 07:02:33 AM ---I like to set the energy intake such that the bot can't afford to waste energy on voluntary movement, to simulate plant metabolism.

--- End quote ---

Relating energy intake to body will do this as good as it gets. Within the current db framework veggies get energy for free. This is what gives them the advantage

--- Quote from: Testlund on October 18, 2010, 07:02:33 AM ---I wonder why plants never evolved legs, teeth or eyes.
--- End quote ---

Because most meat eating plants are smart enough to lure their prey to them and enter their stomachs volontarily :rolleyes:
I would seriously consider plants capable of doing almost anything animals can. Virtually anything that can be considered for disabling for plants in DB has real life examples. Plants probably have just one handicap: large surface to body ratios to maximise harvesting sunlight and/or nutrients.

Shasta:
I'm not a huge fan of changing how the veggies work, except maybe how they are given energy. Also, setveg seems a bit odd to me; a one time toggle that does the same thing as marking them a veggie. May as well just mark them a veggie.

Panda:
However, it would allow a bot to evolve to set themselves as veggie, but I can see problems with that method, just ask Sammeh about it, that one was her idea. :L

Numsgil:
I would:

[*]Each chloroplast provides a wee bit of energy per cycle (figure out some reasonable way to jive with the current veggy settings in the options panel (maybe just replace "per body" with "per chloroplast")).
[*]Each chloroplast makes a bot heavier and larger (increased volume and mass).  Maybe an order of magnitude more than body does.
[*]It gets divided into daughter cells as you would expect (eg: 50/50 split -> each bot gets 50% of the chloroplasts)
[*]Probably make it cost as much as body to build
[*]But you get no energy back from unconstructing it (or maybe only a small fraction).
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From just those two, that should (hopefully) provide most of the expected behavior.  Shooting will be weaker since they don't have much body.  Movement will be expensive since they're so massive.  And being so huge means they'll have a hard time fending off swarms of animal bots.

Or that's the theory.  It's such an emergent thing that it would be hard to figure out purely on paper.  But that's what I'd do.  If nothing else just tweak the values for mass and volume until the veggies can't not behave like veggies.  But IMO that ruleset meshes best with the current system, what I want to do with DB3, and real life.

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