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Sticky opfire?

 
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Sticky opfire? - 5/12/2001 8:11:00 PM   
ollittm

 

Posts: 49
Joined: 9/3/2000
From: Espoo, FI, Finland
Status: offline
How about making opfire target "stick" somewhat? That is, a tank or ATG is more likely to shoot at a target it has shot previously and less likely to bother with anyone else. This way you'd get the hit-% boost changes.. Naturally special opfire would override this behavior. This could be implemented as well by adding (t)arget to the opfire confirm y/n dialog.

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-Olli
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- 5/14/2001 7:25:00 PM   
Tommy

 

Posts: 232
Joined: 5/31/2000
From: In that brush, behind you; raising a PIAT to my sh
Status: offline
Barleyman, Check here for this topic. I think the loss of target-lock is annoying, but Paul says it's the best he can do. Tommy

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- 5/14/2001 9:21:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Actually it happens everyso often in online play ;) More a bug, but I've had it save me on a couple occasions when shooting at teh previous target was more valuable than the "new one"...has its downsides though! IT reallyis problematic given the natur of IGO-HUGO

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- 5/14/2001 10:01:00 PM   
ollittm

 

Posts: 49
Joined: 9/3/2000
From: Espoo, FI, Finland
Status: offline
Ok, I dig. AI doesn't get bored of moving it's units one hex at a time, either. Actually that approximates simultaneous movement much closer than what most players do. That's potentially unfair advantage but I reckon we can forgive the poor AI this one :rolleyes:. Personally I find SP very ponderous now that I'm used to Combat Mission. Hopefully Combat Leader wego-engine includes some kind of tac-ai that reduces the anal-retentiveness quota. Should be a lot easier to code for 2-dimensional tile-based engine, too!

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-Olli

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