View Issue Details

IDProjectCategoryLast Update
0020141AI War 2SuggestionSep 5, 2018 10:38 am
ReporterHeartHunter7 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.765 Game Entity Split 
Fixed in Version0.766 Target Equilibrium 
Summary0020141: Change priority
DescriptionHi. I see that you changed priority, but only for shield generator. Why dont change priority for all units?
Focus buildings and turrets, its usless and just waste of damage. Until you killing turrets, enemy fleet kills you, and if you uses autodrive, it looks even deplorable.
Same situation with starships. Until you focuses starships with all army, enemy fleet(700MLRS and bye baby) killing you. A small ships have batter caps and more dangerous.
Human and AI(especially) players dont have so many buildings and starships(not sure), so you can shift every enemy units with counter units or when main battle will finished.

Suggestion:
I usually play with this priority.

1) NormalFleetship
2) NormalStarship
3) BigThreateningWeapon, BigTurret, MidNasty, NormalGuardPost
4) ShieldGenerator

If enemy got new reinforcment and my army focusing buildings, i just move my army a little for change priority for ships again.
Other priority not so important.
Lets change priority.
TagsNo tags attached.

Relationships

related to 0020066 resolvedChris_McElligottPark Ships focus priority 
related to 0019985 resolvedChris_McElligottPark Ships logic. 

Activities

HeartHunter7

Sep 5, 2018 3:14 am

reporter  

20180905101331_1.jpg (333,262 bytes)

Chris_McElligottPark

Sep 5, 2018 9:48 am

administrator   ~0048831

I'm going to introduce separate targeting for the AI and for players, since the priorities really do differ. The AI wants to hurt you as bad as possible as soon as possible, while you want to balance losses and attacks.

HeartHunter7

Sep 5, 2018 10:11 am

reporter   ~0048832

Nice. Glad to hear it.

Chris_McElligottPark

Sep 5, 2018 10:36 am

administrator   ~0048841

More targeting work to come, but this should solve a lot of it:

* Logic has been added to the game that should make the human forces always target enemies as if they are in FRD-mode, versus spreading damage around evenly. This requires further testing to make sure that we actually got the issue, though.

* Targeting weights for FRD units (on the player side) is now completely different from the targeting weights used by the non-player factions.
** The AIs and humans simply have very different goals in how they fight, so letting them weight things differently makes a lot of sense.

* For every forcefield that a ship is protected by, it now gets its priority divided by 3 if it's a player doing the targeting, or by 5 if it's an AI doing the attacking.
** This makes the AI in particular a lot less cheesable by sticking key ships under forcefields, and it makes your FRD units also behave more intelligently.

Thanks!

Issue History

Date Modified Username Field Change
Sep 5, 2018 3:10 am HeartHunter7 New Issue
Sep 5, 2018 3:14 am HeartHunter7 File Added: 20180905101331_1.jpg
Sep 5, 2018 9:48 am Chris_McElligottPark Note Added: 0048831
Sep 5, 2018 10:11 am HeartHunter7 Note Added: 0048832
Sep 5, 2018 10:36 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 5, 2018 10:36 am Chris_McElligottPark Status new => resolved
Sep 5, 2018 10:36 am Chris_McElligottPark Resolution open => fixed
Sep 5, 2018 10:36 am Chris_McElligottPark Fixed in Version => 0.766 Target Equilibrium
Sep 5, 2018 10:36 am Chris_McElligottPark Note Added: 0048841
Sep 5, 2018 10:37 am Chris_McElligottPark Relationship added related to 0020066
Sep 5, 2018 10:38 am Chris_McElligottPark Relationship added related to 0019985