Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

improving Opportunity Fire AI

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Valor & Victory >> improving Opportunity Fire AI Page: [1]
Login
Message << Older Topic   Newer Topic >>
improving Opportunity Fire AI - 1/22/2022 3:25:55 PM   
Celeborn

 

Posts: 10
Joined: 1/21/2022
Status: offline
As a former ASL player I was dismayed but not surprised to see that the AI controls what in ASL parlance is knows as Defensive Fire (DF). Those of you who have played ASL know that DF allows a unit to fire multiple times at moving enemy units albeit with increasing penalties. This mechanic is exceedingly realistic but crippling to PBEM playability. I think there are however some modifications to the AI that could help provide players with limited control over DF in VV. These modifications address what I think are the three main calculations a player makes in deciding whether or not to fire: range, quality of target, and type of target. Range generally means a target that is farther away presents less of a threat. Quality of target generally means that a stack of infantry is more worrisome than a single infantry unit. Type of target means an infantry unit may be of more concern than say a truck. With those considerations in mind I offer up the following ideas as options a player can use to guide the AI for each unit capable of firing (not stack). These options would notionally be part of a menu that is displayed when the unit is clicked on at the end of your Advance phase so that your "orders" will be in place for each of your units before your opponent's Movement phase. They would be options only, ie if you do not employ any of them for a given unit the AI would control that unit's Opportunity Fire just as it does now.

Range. In order of sophistication the modifications would be:

Single Factor: Direct a unit to not fire at targets beyond X hexes
Dual Factor: Unit will not fire unless target is between X and Y hexes
Designated Zone: Will only fire at targets in hexes the player selects

Quality. In order of sophistication:

Single Factor: Unit will not fire unless target has at least X casualty steps available
Dual Factor: Unit will only fire at targets with between X and Y steps available.

Type. In order of sophistication:

Single Factor: Unit will only fire at X type of units
Multi-Factor: Unit will only fire at types of units selected from a menu

By way of examples, if the most sophisticated options employed, you would be able to tell one or more infantry units in a location to fire only at infantry targets with at least two steps that are trying to cross a street four hexes away. Or an AT gun to fire only at an AFV that moves adjacent to it.

Would love to hear others thoughts on how the AI could be modified in a way that improves player control without unduly degrading PBEM playability.

Steve
Post #: 1
RE: improving Opportunity Fire AI - 1/22/2022 4:00:27 PM   
yobowargames

 

Posts: 331
Joined: 12/27/2017
Status: offline
Hi Celeborn

Thanks for your thoughts on this.

In the early stages of the game, I did have the player totally controlling what happened in the opportunity fire phase. But it would not have worked with PBEM and breaks the game up a lot even in hotseat or screensharing mode.

The AI does apply some logic to how it uses Opportunity fire but not to the degree you suggest. For example, if you move one unit out in the open to draw fire it will only use a small part of a stack to fire so as not to get tricked into firing off everything.

I do think this area needs improvement and giving the player some control over what units fire and when is the way to go. Even playing against the AI would benefit from this and make the player feel they have more control over whats happening (And cursing themself when they tell a stack not to fire and then miss a golden opportunity!)

Looking forward to more thoughts on this from others

Lance

_____________________________

YOBOWARGAMES – “BRINGING THE JOYS OF BOARD WARGAMING TO THE PC”

(in reply to Celeborn)
Post #: 2
RE: improving Opportunity Fire AI - 1/22/2022 4:23:11 PM   
joeyeti


Posts: 329
Joined: 2/28/2012
Status: offline
I am with Lance on this - OP fire is a big slowdown for the boardgame as well. Perhaps letting the player designate enemy units OR hexes at the end of his turn to "watch over and fire upon" could be feasible?

_____________________________

Joe

(in reply to yobowargames)
Post #: 3
RE: improving Opportunity Fire AI - 1/23/2022 6:37:58 PM   
Celeborn

 

Posts: 10
Joined: 1/21/2022
Status: offline
I am hoping to perhaps see some of my suggestions implemented over time though I really have no idea how much effort they would take to code. :-\

(in reply to joeyeti)
Post #: 4
RE: improving Opportunity Fire AI - 1/23/2022 8:59:18 PM   
DingBat

 

Posts: 106
Joined: 11/16/2015
Status: offline

quote:

ORIGINAL: Celeborn

I am hoping to perhaps see some of my suggestions implemented over time though I really have no idea how much effort they would take to code. :-\


Please don't stop making suggestions like this. They're well intentioned, and good. Lance and I have discussed ways to improve oppfire virtually from the time we implemented it.

The only question is priority. :)

(in reply to Celeborn)
Post #: 5
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Valor & Victory >> improving Opportunity Fire AI Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

5.234