Panzer_Leader
Posts: 62
Joined: 1/10/2014 From: Auckland, New Zealand Status: offline
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quote:
ORIGINAL: Capn Darwin Realism is a tough thing to get right in a computer simulation and we are definitely not 100%. There is "target priority" code and it is entwined with spotting, threat assessment, kill potential, training, readiness, morale, under fire, and so on. We have given the AI a "list" of priority targets like recon, HQs, AD and then AFVs and that plays into the calculation. In some cases, the shooter does not see the specific target unit another unit see. Sometimes it engages what it thinks is a higher priority target and that clashes with the players thoughts on priority. In most cases, if the unit is attacked by an enemy it will attempt to engage that threat. This reaction is still effected by readiness and other factors. We are looking at adding a couple of features to the game engine to give the player more direct control on things like target priority. Units will still have to deal with other factors stated above, but at least the player will have the ability to set that default list. Hope that sheds some light on things. Great, thanks for the update Capn Darwin. It's good to know the AI does prioritise, even if it's not always obvious to the human observer. Admittedly, the questionable prioritisation I was seeing was occurring in a very target rich environment (maybe 20+ enemy units in a large three-sided kill sack) so there were probably lots of permutations of the algorithm. With fewer targets prioritisation might have seemed more logical, which makes sense since I'd never really questioned it before.
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