Page 3 of 3

RE: Rout Behavior

Posted: Fri Jan 11, 2013 4:20 pm
by wodin
Dave and Co I imagine are too busy to redo the whole manual. Also the ones you mentioned aren't employed ..MarkShot for instance I'm not sure he still plays the game or even owns BFTB.

I can see Dave's point,, where do you stop when it comes to explaining things, Blimey Daves patch update rundowns\list mean nothing to me mostly so it's likely most of the info will wont mean anything unless you knew the code or coding language.

Harry your very much into details and finding out exactly how the game operates and I'm not so certain many are bothered enough to read that kind of thing aslong as the game appears to play within the realms of reality. Not sure if the time spent on it would be worth the detraction from improving the game and working on the new titles. I haven't read the manual since the HTTR manual came out.

RE: Rout Behavior

Posted: Fri Jan 11, 2013 4:48 pm
by BigDuke66
I already posted this in the Patch thread but I guess here is a better place for it:

I wonder if there is a way to make the distance that a routed unit moves more variable without narrowing it too much, the other posts already mention that the retreat range was too low, then too high and I guess no matter what values are used there will be agaij and again situations where those values just don't fit.
I thought about a check that compares the current view range for the unit against the distance retreated and if the view range is smaller than the distance moved the unit would stop.
This should make units reaching covers like wood or dents in open ground that break the line of fire & sight use these beneficial positions for recovery.

RE: Rout Behavior

Posted: Fri Jan 11, 2013 9:12 pm
by Arjuna
BigDuke66,

The obvious follow on question is in what direction do we test this for in one direction you may be able to see only 300m but in another 3000m. Even if you assume back towards the location you routed from, this would mean we would have to store that loc, but it also ignores any other enemy threats that may be at a different angle than back to the point of origin. We have to be very careful here that we don't halt the router in a spot which is in dead ground to one enemy threat but totally exposed to another.

But in any event all this presupposes that the routers are behaving rationally, that they can cooly assess the situation around them and make optimum decisions. This is not what happens. Routers panic and in panic the focus is on fleeing. There are many cases where routers have fled for many kilometers unchecked.

Take a look at the mods I have made for the new public beta build 4.4.256 that will be out in the next few days and then we can discuss this further.