Celeborn -> improving Opportunity Fire AI (1/22/2022 3:25:55 PM)
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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
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