As this is a “new coding idea” regarding the combat frequency issue, I thought it best to start a new thread.
On 3 different days, in 3 different systems (and therefore in 3 different asteroid fields), I have been “pulled into combat” anywhere from 5-7 times in only a 10 minute period. That isn’t unlucky die rolls. It’s code with a much too high frequency of attacking players. As stated before by a few players, it makes mining frustratingly slow and the game’s fun factor drops off the charts .
So I’d like to offer a coding solution: An Incrementing Combat Test Variable
How it works: Set a Integer Variable Counter to a value of 1. Use that variable to test whether a player is attacked as soon as he/she enters a “danger zone”. Initially, the attack chance will be 1%.
Then, every 10 seconds, add 1 to the variable and check for an attack again. After 1 minute, the attack chance will be 7% and will continue to increase 1% every 10 seconds (6% per minute) until eventually the player will be attacked. When a player leaves a combat area, the counter is set back to 1.
By this method, a player could leave a combat area and in 10 seconds be attacked again, just like the game does now, but with only a 1% chance of that happening. After 20 seconds there’s a 2% chance of reentering combat, after 30 seconds a 3% chance, etc…
Thus, there will always be a chance to be attacked, but the frequency will be very low for the first couple of minutes after combat. As time passes that chance will continuously increase so that another attack is inevitable as the “combat test variable” continues to climb. For example, after 5 minutes the chance for an attack will be 31%.
Using this method will allow players a bit more time to mine in between attacks, on average, and the “immediate re-attacks” will drop to almost nil.
I’m looking forward to hearing what you guys think?