Mad Russian -> RE: Ordering a unit not to fire...is it possible? (12/9/2014 12:50:22 PM)
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quote:
OK, since I was (and still am) getting my butt kicked playing the NATO side in the "Time to Dance" scenario, I decided to try the Soviet side ( WS_ AS scenario). I ordered one of my recon units to move adjacent to the southern blow bridge. About 1500 meters away (3 hexes) it spotted two NATO tank units across the river, adjacent to the bridge. Both tank units began firing at the recon unit. Instead of stopping and seeking some cover (at least stop for pete's sake) they continued on their merry way until they got to their objective (which was adjacent to both tank units). Naturally they were destroyed in short order. Would it be possible to some way incorporate some logic for recon units so they don't fire on tanks from cover with machine guns or, after spotting them 3 or 4 hexes away continue to move adjacent to them? BTW, I did win a decisive victory, but writing those condolence letters for my recon guys was depressing:) Have you ever watched Greatest Tank Battles #10 - 73 Easting, where a Bradley engages a T-72, on front armor, with his 25mm chaingun? I know that's bigger than a M2HB machinegun but the results were the same. Just because it doesn't make absolute sense doesn't mean it's not done. quote:
I'll be curious to see if you come with an AI with much greater situational awareness than others I've seen. What a platoon or tank should do in one situation is very different from what it should do in other situations. Most games recognize the near impossibility of asking the computer to make this determination and therefore allow the player to do so. Now, about where we want to go, we are still tweaking the orders/SOP listings. So, all your comments are very valid and could get things added to the list. I would say that being gamers that have been in the service we see most of these issues long before you guys do and they have our red flags up too. Not to say we are perfect and catch everything and the more discussion something gets the more weight it has as an issue that could get changed. This AI already does a tremendous job. It handles both your forces and the enemy forces and plays well enough to at least make you THINK before you beat it. I would put this AI up against any on the market. Having said that, there are more tweaks being made to it all the time. So, again, thanks for all the comments and discussion. While there are tradeoffs, justifications, abstractions for everything in FPC there are few things that are written in stone. And right now especially, we have hammer and chisel out reworking some of that stone.[8D] Good Hunting. MR
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