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December 28th, 2005, 11:42 AM
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Corporal
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Re: Question About Strongest/Weakest Firing Priori
I�m pretty sure that nearest doesn�t mean �absolute nearest�. I was in a late stage PBW game fighting against an enemy with about a 10% offensive and defensive edge over my ships. At point blank range I had about a 55% chance to hit so I wanted my ships to fire at the absolute nearest enemy ship. Even with a strategy of �nearest nearest nearest nearest� my ships would pick ships up to 5 squares away over closer valid targets.
To force my ships to only target near ships that they had a chance to hit, I switched to ripper beams which have a short range.
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December 28th, 2005, 12:49 PM
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Shrapnel Fanatic
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Re: Question About Strongest/Weakest Firing Priori
It should be noted that once they pick their target, they can still move around afterwards to try and move to max range for example.
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December 28th, 2005, 03:40 PM
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National Security Advisor
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Re: Question About Strongest/Weakest Firing Priority
Glyn, that's interesting. I haven't seen that without being able to figure out why (e.g. previous damage to targets disqualifying them, using fleet vs. ship strategy, type priority, etc). Are you sure the ships were actually using that strategy?
BTW, Ripper Beams are a neat choice in that case, since they get another +15 to hit.
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December 28th, 2005, 03:44 PM
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Re: Question About Strongest/Weakest Firing Priori
Ripper Beams don't, actually. The Incinerator Beam and the Wave-Motion Gun do, though (+10 and +30 respectively)
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December 28th, 2005, 10:59 PM
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National Security Advisor
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Re: Question About Strongest/Weakest Firing Priority
Oh, ok, thanks.
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December 29th, 2005, 11:33 AM
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Corporal
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Re: Question About Strongest/Weakest Firing Priori
Well, I could be mistaken. I wasn't testing what the targeting options sorted on. At the time, I was just looking for a set of options that did what I wanted.
If I have time this weekend I'll do some testing on targeting options.
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December 29th, 2005, 02:04 PM
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Major General
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Re: Question About Strongest/Weakest Firing Priori
Why bother with testing to figure out weapon modifiers when you can go snoop in the data files?
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December 29th, 2005, 03:33 PM
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Corporal
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Re: Question About Strongest/Weakest Firing Priori
I was referring to the Targeting options under strategies. Nearest, Furthest, Strongest, Weakest, most damaged and lest damaged.
Nearest � is it absolute nearest or does it mean within range X?
Furthest � is it absolute furthest, absolute furthest but within weapon range, or beyond range X?
Strongest / Weakest� most structure points (do shields count), ship cost or number of components?
Most or lest damaged - Is it based on structure points (do shields points count?), or number of components?
Do special weapons change the results: Shield only, shield skipping, armor skipping, engine only�
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December 30th, 2005, 04:22 AM
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Re: Question About Strongest/Weakest Firing Priori
What about using type priorities?
It seems to work for fighters. I told them to attack fighters first, and they did.
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January 3rd, 2006, 12:20 PM
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Re: Question About Strongest/Weakest Firing Priori
Test results on targeting options under firing strategies.
Strong / Weak is based on shield strength. Strong will select the ship with the most shield points and Weak will select the ship with the least shield points. If there are no shields or all the designs have the same shield strength then both will target the ship with the most structure points. (I appear to use the maximum undamaged shield and structure points, because it will continue to target the same ship despite its damage level.)
Nearest / Furthest is based on range. Nearest will select the closest ship as its target and Furthest will select the most distance ship in range.
Most Damaged / Least Damaged seem to be based on ships current total of shield and structure points. Both seem to target the ships with the Least current total of points. They will select an undamaged ship with a lower total of shield and structure over a damaged ship that still has a higher total of shield and structure. Most and Least would select the same ship target despite the damage level. (Bug?)
No Strategy (�Has Weapons� x 4) has an interesting behavior. When presented three ships with varying shield and structure points, but whose total points were equal, It seemed to select a ship with no shields first then alternate targeting on the two shielded ships keeping them equally damaged. There was some further test results in which I was unable to determine a pattern. I was trying to establish a default base line targeting strategy.
I tested using the same ship class size for all my target ships to keep things simple. All testing was done using the simulator (so the results may very from actual combat.) Also, I didn�t use any fleets.
Combo Strategies tested:
Nearest, Strongest � worked as expected. Targeted nearest ship, even if there was a stronger shielded ship one square further distance.
Strongest, Nearest - worked as expected. Targeted the strongest shielded ship that was closest to the attacking ship. (Note: Strongest by itself would sometimes select a more distance ship over a closer equal strong shielded ship.)
Strongest, Least Damaged � Would have expected it to alternate targeting between two equal strong shielded ships, but it continued to fire at a one until destroyed.
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