Multible Dropzone AI

Multible Dropzone AI

Requests for features in the spring code.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Multible Dropzone AI

Post by PicassoCT »

Imagine your Air Transport flying, having multible Dropzones marked, the first one drawn beeing first priorty to deliver a Unit to. Now wouldn´t it be cool if there was a Group A.I. for the Transports to autocheck if the DropZone (if visible) was "touched" by a Enemy over the last 15 Seconds -> That way we could have Auto-for-Battlelines-Adjusting Ferryroutes...

And while we are on it- could that same AI autoorder new AirTransports once one is taken down ?
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DJ
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Joined: 17 Jan 2007, 13:26

Post by DJ »

its quite complex, you'd have to have radar coverage of the drop zones for it to work, also I don't know how you'd go about marking multiple locations to pass them to the group ai
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Can´t you handel over a Group of Transporters already having mutliple DropZones with the usual shift + holdclick ?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

to be honest imo having multiple drop zones for a single transport is a GUI nightmare to handle, nevermind sanely implement using a single transport.

For example, what happens if all your shield emmitters are at one drop point, all your tanks are at the second, and all your anti air is at the third? Basically your enemy now makes mincemeat out of the tanks with gunships, and uses level 1 scouts to kill the rest.

And how do you specify that you want to set a second drop point? Sure unload drag, but is that a second drop point or does the user want a replacement drop point?


It's much much easier, and more logical to use multiple transports and have complete control over where units get sent.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

The right feature that'd essentially replace this is editable command list, ie. just drag the dropzone a bit if your frontline changes location.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yeah, SupCom made a brilliant innovation with drag-able commands.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

So why not overcome Supcom ? Dragables Ferryroutes with the option to autoadjust to the Frontline?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

tbh supcoms ferry system is actually more flexible than ours because it does everything ours does, and it doesnt have issues such as:
  • grabbing unit unfortunate to pass through the pickup zone at the wrong time.
  • Redoing from scratch everytime it needs adjusting
  • Units that cant be picked up end up gathering around the pickup zone eventually filling it up
  • Transports end up hovering over factories up close and jittering and spinning untill the units finished building
  • Very tricky to setup
  • Don't always follow orders and sometimes miss out entire sections of their command queue resulting in unfortunate incidents as transports flying over enemy antiair you told it specifically to move around.
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