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Old February 7th, 2009, 02:21 PM

RERomine RERomine is offline
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Default Re: Opportunity Fire

There are merits in the idea proposed, more from an AI perspective than a player perspective. Players with the CD can use filtering as pointed out, but the AI doesn't have this option.

IRL, a tank with six shots isn't likely to engage six different targets over the time reflected by a turn unless it has destroyed some. That is how the game handles it now. More than likely a tank will keep engaging the first one the commander decided was a viable target until it is destroyed, biggest threat or not. The first target engaged is a tank at 1,000m and one shows up at 800m, it will more than likely continue engaging it's original target even though the second tank is the bigger threat. Some common sense comes to play here, however. If the first target was no threat, you switch to the target that can kill you.

There were some basics we used for the target call: truck, tank, APC, SAM, troops, chopper(yes, we trained to engage them, too) etc. We identified it if we could, but didn't worry as long as we classified it as enemy. ALL tanks were assumed to be able to kill our tank. Therefore, the tank facing us was deemed a bigger threat than a tank closer to us, but facing away. This was our early 1990s way of thinking. Threat assessment during other eras and by other nations might be different. I don't think there is one simple fits all routine that would work.

The biggest thing is Shrapnel is working with old code. Sounds like many suggestions would require a complete overhaul of the SP engine and I don't think they are prepared to do that.
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