AI Direct Fire Priority and Facing

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IronMikeGolf
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AI Direct Fire Priority and Facing

Post by IronMikeGolf »

So, facing has no effect on spotting in the model. Does facing affect the choice of target when the AI shoots?

It feels like when I attack a unit that is assaulting a hex, or at least moving to a hex, from a direction not in the target's direction of movement (i.e. from the flank), the return fire is way less. I'm asking if that is a result of the engine and model or just a happy coincidence.

Thanks.
Jeff
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cbelva
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RE: AI Direct Fire Priority and Facing

Post by cbelva »

Hey Jeff, I am going to have to leave this one to Jim to answer. I am sure he will get around to it once he gets back from Origins.
Charles Belva
On Target Simulations LLC
IronMikeGolf
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RE: AI Direct Fire Priority and Facing

Post by IronMikeGolf »

No problem. Maybe I'll gather some empirical data on this.
Jeff
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pzgndr
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RE: AI Direct Fire Priority and Facing

Post by pzgndr »

I really liked how the "Assault" boardgame series handled unit facings. Units in march formation faced a front hexside and the other 5 hexsides were flank. Units in combat formation faced a hex corner with 2 front hexsides and the other 4 were flank. Simple. Some similar treatment of front and flank should be considered for this game.
Bill Macon
Empires in Arms Developer
IronMikeGolf
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RE: AI Direct Fire Priority and Facing

Post by IronMikeGolf »

It appears that proximity to the objective of an Assault movement order might have an impact.
Jeff
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CapnDarwin
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RE: AI Direct Fire Priority and Facing

Post by CapnDarwin »

The combat model does take into account the type of movement/order the unit has and also the shooting situation/terrain is taken into account. Depending on those parameters flank, top, and rear type shots have a chance of occurring.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
pzgndr
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RE: AI Direct Fire Priority and Facing

Post by pzgndr »

ORIGINAL: Capn Darwin

The combat model does take into account the type of movement/order the unit has and also the shooting situation/terrain is taken into account. Depending on those parameters flank, top, and rear type shots have a chance of occurring.

This is acceptable. It would be nice to have something more visual, but I don't know what to suggest. Rotating the unit counters to indicate facings would get funky. If anything, maybe combat results could better indicate those flank, top and rear shots?
Bill Macon
Empires in Arms Developer
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