forcing ships to fire at separate targets. -1 reply

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#1 10 years ago

One of the things that sometimes annoys me is one of my fleets having every ship fire at the same target. Usually, the smallest, weakest, least effective enemy ship in the target grouping. My captains will blithely ignore that group of Assimilators swapping crew for Drones as rapidly as possible in favor of doing a Time On Target salvo against a Scout. It is really irritating.

Anyways, I was cruising thru the Special Weapons ODF files and came across these lines in the Borg Bore:

// make sure that we stop everyone from attacking our target forceInvalidateTarget = 1 What I am wondering is this:

- Has anyone ever used this(or seen this used) on regular weapons or other special weapons?

- Has anyone ever used this in a Ship or Station ODF?

- Would it in fact force my captains to fire on individual targets instead of ganging up on one ship?

I am going to play with this over the rest of the week and find out. I am thinking it would be a fine addition to the AIPs in ImpSPCam. Imagine a fleet of Borg vessels all firing on separate targets instead of smashing one to bits and then smashing the next one, and so on.




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#2 10 years ago

Funny, I had the exact same thought this morning (on the ACOM forums) I'll have to give it a test, but I see only one issue. If there is only a single vessel being attacked by multiple enemies, they would all have to take it in turns to fire, although with a rapid enough firing pattern you wouldn't notice.




Freyr VIP Member

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#3 10 years ago

Isn't that the command to stop your fleet blowing up a ship your transporting/assimilating?




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#4 10 years ago

It might work but if you use it you won't be able to gang up on monster ships like fusion cubes either.




progarro

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#5 10 years ago

I think I have a multitarget railgun... downloaded somewhere on FF. I remember a command

//Maxiumum number of targets maxTargets = 2

I think it works... I used on the BC304..




score1_uk

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#6 10 years ago

That isnt quite what he is looking for. I agree that the down side would be as starfox says. What about the big ships????




Jetfreak

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#7 10 years ago

The ships firing on separate targets sounds like a good idea, but the more we try to make a2 more realistic, the harder it gets to play it. Woudn't that make fleet coordination much more difficult?




k_merse

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#8 10 years ago

If you slow down the ship movement and increase the hitpoints it would be more tactical and a bit harder but alltogether better I think.




StarBlade

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#9 10 years ago

The only way you could do this would be if you could use a "forceInvalidate" on certain IntrinsicValue or AttackValue quantities. Say if all Frigates were to target ships at values upwards of a certain amount. That sort of thing.

But you'd need max and min values for that. Unfortunately the artificial intelligence isn't advanced enough to do that sort of thing.

The only way I can think of to do that is to order targets in advance, like a platoon commander telling his troops who to shoot at --but that implies ambush conditions, which aren't always available in the standard A2 playthrough....

This is an interesting problem, thunderfoot006, I'll have to think on it... ;)

:cool:




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#10 10 years ago
jetfreak;4334152The ships firing on separate targets sounds like a good idea, but the more we try to make a2 more realistic, the harder it gets to play it. Wouldn't that make fleet coordination much more difficult?

It might. Making the game AI challenging to play against once more is one of the stated goals of ImpSPCam.

A lot of people have spent the last eight years or so creating and sharing with us some beautiful ships and stations. Your own texture re-dos are a good example. A lot of people have given us things that the original development team never even imagined, such as Dan1025's Vulcan Mod, or KA2, or Yacuzza's Midnight Universe to name a few. I am never going to be talented enough to make models or textures. I am content with that.

What I am not content with is these beautiful projects being forced to use the same old hackneyed physics and Artificial Intelligence Personalities as the stock game. I D/L'd every single one of Tycoon's SSA-Apocalypse mods and installed all the ships therein. I also installed Achilles' A2Files Birthday Ship. Took me awhile to get them to work right, but the end result was well worth all the "Aw, Crap!" moments.

To have work of this caliber moving and fighting in a fashion which bears little resemblance to any combat scene I've seen in any Trek episode or movie is irritating. I can do something about that, and I have. In the things I have released I've tried to make A2 a little closer to canon. I'll never be good enough to get A2 an exact match for canon movement and combat. However, I am willing to work hard to get as close as the game engine will allow.

I do not believe people who are playing and modding an eight year old PC game want easy. This is one of those things I get very intense about. I want players to have the same sense of trepidation and apprehension Commander Riker felt when he looked Locutus in the eye and said, "Mr. Worf, Fire!". I want A2 modders to spend weeks making the perfect ship and then have that ship move and fight with the elegance and power they saw when it first appeared in their mind's eye.

In short, yeah, it will make the game harder. But harder does not always equate to less enjoyable, does it?




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