Sticky opfire?

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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ollittm
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Sticky opfire?

Post by ollittm »

How about making opfire target "stick" somewhat?

That is, a tank or ATG is more likely to shoot at a target it has shot previously and less likely to bother with anyone else.

This way you'd get the hit-% boost changes..

Naturally special opfire would override this behavior.

This could be implemented as well by adding (t)arget to the opfire confirm y/n dialog.
-Olli
Tommy
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Post by Tommy »

Barleyman,


Check here
for this topic. I think the loss of target-lock is annoying, but Paul says it's the best he can do.

Tommy
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Paul Vebber
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Post by Paul Vebber »

Actually it happens everyso often in online play ;) More a bug, but I've had it save me on a couple occasions when shooting at teh previous target was more valuable than the "new one"...has its downsides though!

IT reallyis problematic given the natur of IGO-HUGO
ollittm
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Post by ollittm »

Ok,

I dig.

AI doesn't get bored of moving it's units one hex at a time, either. Actually that approximates simultaneous movement much closer than what most players do.

That's potentially unfair advantage but I reckon we can forgive the poor AI this one :rolleyes:.

Personally I find SP very ponderous now that I'm used to Combat Mission. Hopefully Combat Leader wego-engine includes some kind of tac-ai that reduces the anal-retentiveness quota.

Should be a lot easier to code for 2-dimensional tile-based engine, too!
-Olli
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