Chasing units
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Chasing units
Any chance that units chasing others, either with an attack order or with roam/patrol/manoeuvre, could be made to act a little smarter?
At the moment, units that attack a fleeing target will stop chasing the moment they are in range. Since the target will quickly exit range again, it means the chasing unit will stop and start, and barely get any shots off (if any at all). This is especially bad for units with bad accels. If units could be made to detect when a target is fleeing from them, and match the enemies velocity once in range, this would be very useful.
If not, perhaps a lua gadget...
At the moment, units that attack a fleeing target will stop chasing the moment they are in range. Since the target will quickly exit range again, it means the chasing unit will stop and start, and barely get any shots off (if any at all). This is especially bad for units with bad accels. If units could be made to detect when a target is fleeing from them, and match the enemies velocity once in range, this would be very useful.
If not, perhaps a lua gadget...
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
no changes unless they are an OPTION!
I do not want to see gundam unplayable for months again!
HOLD means HOLD not creep up. That is what maneuver is for.
a better wording would be:
HOLD = STAY THERE DAMNIT!
Manuever = wander a bit
Roam = WHEREVER THEY WANT.
I do not want my hold position units to wander.
I do not want to see gundam unplayable for months again!
HOLD means HOLD not creep up. That is what maneuver is for.
a better wording would be:
HOLD = STAY THERE DAMNIT!
Manuever = wander a bit
Roam = WHEREVER THEY WANT.
I do not want my hold position units to wander.
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- Posts: 87
- Joined: 23 Dec 2006, 21:36
Yup, I think so , too. But I think the point he tries to make is that a unit should be able to drive and shoot at the same time (ofcourse there should be some kind of variable for accuracy (<<< would mean implenting it in any unit). To stop that, make a default variable (calculated from damage, speed and range of the weapon (or other parameters) to lower the accuracy if no Unit specific variable is set.
I doubt he wanted to change the behaviour, only shoot while driving.
I doubt he wanted to change the behaviour, only shoot while driving.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
I do not want my hold position units to wander.
The only thing im worried about is that it might make long range units stray within the range of enemies again (I think a fix was made for that in some version which might be why we have this problem now). I suppose you can always put them on hold ground though (but cycling that for each long range unit can be frustrating).either with an attack order or with roam/patrol/manoeuvre
Needs per-unit standingmoveorders back in, TBH.
Such a unit should be on hold position, presumably. If its not, the likelyhood of it being able to fire while chasing an enemy is pretty low now anyway just because by the time it aims the enemy is usually out of range again.ILMTitan wrote:What I am concerned about is units that are slaved to only fire when they standing still.
As long as units dont chase targets just because they run away, but because they are close to exiting the units range, this shouldnt be too bad.
EDIT: Does the tag 'maneuverleashlength' work in spring or is it an OTA leftover?
So, here are my thoughts on the disabling the behavior with hold position.
Essentially, if it is an internal order, such as the unit was idling, or fighting, or patrolling, Hold Position would prevent the unit from chasing the other unit.
If the attack order was manual, however, it would start chasing before the target got out of range, because it would chase after the target after the target got out of range anyway.
I am also thinking that 70% of maximum range would be a good point to start chasing, but still only if the target was running away, no running into LLT range.
Essentially, if it is an internal order, such as the unit was idling, or fighting, or patrolling, Hold Position would prevent the unit from chasing the other unit.
If the attack order was manual, however, it would start chasing before the target got out of range, because it would chase after the target after the target got out of range anyway.
I am also thinking that 70% of maximum range would be a good point to start chasing, but still only if the target was running away, no running into LLT range.