UP844 -> RE: AI reluctance to fire (5/17/2017 11:13:07 PM)
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quote:
This is a lot more complicated because firing long range has other implications like weapon breaking etc...while the weapon could have been used instead when an enemy unit is in full fire range. I will look into to see if what I can do for the next update....but I'm not promising anything. I am afraid I have not been able to clearly explain my worries. The issue I reported has nothing to do at all with AI aggressiveness when moving (*): the AI Russians charged forward to the last man (literally: a single Russian leader surged forward when all the remaining units were broken several hexes behind him(**)). (*) There was an issue with shy tanks, but you solved that a long time ago. (**) This indicates another issue I left out: all too often leaders abandon broken squads and move towards the enemy all by themselves: 99% of the times this means the leader gets killed in CC and the broken units only have a minimal chance to rally through self-rally. quote:
This is a lot more complicated because firing long range has other implications like weapon breaking etc...while the weapon could have been used instead when an enemy unit is in full fire range. I will look into to see if what I can do for the next update....but I'm not promising anything. Playing the devil's advocate against myself [:D], I can see how a smart player can expose a unit at long range so that the AI wastes its fire opportunities against it, and then move other units within the full fire range knowing they will be safe. This is a problem that only concerns the defensive fire taking place in the Movement Segment, however. It could be countered by having the AI firing only after it passes a check. By way of example, an AI-controlled firer with a 10% chance of damaging a target, will have a 10% probability to fire. If this is too complex, fire at long range can have a fixed "X%" probability of taking place. What's important is that the human player will no more be able to be safe when it faces the AI at long range. For all other types of fire, it looks to me as if the AI will only have to consider more targets before selecting the one it wants to fire to. Currently, if the only available targets are at long range, the AI will not fire at all. This can be entertaining one or two times, but when I see Russians pouring huge amounts of firepower on longer-ranged Germans who only reply with scattered MG fire I think there is something wrong... Finally, I know I am an outstanding pain in the *** and I beg your pardon for bothering you so much, but I am raising this (and other) issues this because I really, really love this game.
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