UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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quote:
my opinion only, if long range fire was implemented for the AI , the player would take more advantages by moving troops outside the normal range to draw fire at 1/2 firepower ,freeing other troops to move . no objection to the long range shot , but that was built on player vs player choosing his shot . I agree with you! What I proposed was: 1) in the Movement segment, to have the AI evaluate the possibility of harming its target, and to take this as the basic chance to fire (e.g. if an AI unit has a 10% chance of inflicting some damage to its target, it will have a 10% chance to fire). This will make the human player somewhat more cautious, since he cannot, for instance, happily move in open ground anymore without risking some deadly fire. 2) in Defensive/Advancing Fire segment, to have the AI use the current routine, but extending its choice of targets to include those within its Long Range (in both such phases, unlike the Fire Segment, the AI loses no options if it fires) 3) I left out the Fire Segment because otherwise the very limited intelligence of the AI would have to decide whether to fire or to move, and adding Long Range Fire could make AI attacks even clumsier. Peter implemented the possibility of firing in the Movement/Defensive fire for MMGs/HMGs and this radically altered some scenarios (e.g. 006 - Battle of the Lastekodumägi or 017 - Canicatti High Ground) where the defender holds the high ground, preventing the attacker from running like hell through a plain until he comes at 1 hex more than the enemy's Normal Range.
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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