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IDProjectCategoryLast Update
0020066AI War 2SuggestionSep 5, 2018 10:37 am
ReporterHeartHunter7 Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product Version0.763 Supersized Ship Caps 
Fixed in Version0.766 Target Equilibrium 
Summary0020066: Ships focus priority
Description1)What do u think about change focusfire ships priority? If, its not hard. If player do not control ships and using autodrive(FRD) or not using.

1-First priority
Last - lowest priority

Suggestion:
Support sheeps. Spiders, V-wings, Inhibiting tesla and other this type ships.

1. One(maximum 2) ship is attacking only one enemy ship
2. Attack most close smallships
3. Attack most close starships
4. Attack most close buildings
5. Attack most close bosships
These ships doing support-debuff job. They dont killers and machine for kills. Best logic for them, its debuff as many, as they can enemy ships for give main fleet win battle.

Main fleet. Armor ship, space tank, corvettes, raider, sentinel frigates and other units.

1. Attack most close smallships
2. Attack most close starships
3. Attack most close buildings
4. Attack most close bosships

They must as fast as they can enemy fleet+its give you kite power, if u will firstnly kills close ships.

More specific sheeps. Snipers, ablative gatlings and other ships.


1. Attack most close smallships, if u can use special effect and One(maximum 2) ships is attacking only one enemy ship
2. Attack most close starships, if u can use special effect.
3. Attack most close starships, if u can use special effect and 10(or so much as you need to kill the ship) ships is attacking only one enemy ship
4. Attack most close buildings.
5. Attack most close bosships.

Usually, this ship very bad without special effect, that if ships cant do special effect, they ,must thing like main fleet, else they must use the full power of ability power.

Invisible ships. Eye, raptors and other ships. Plus need buttom for turn off attack of these ships.

1. Attack most close smallships
2. Attack most close starships
3. Attack most close buildings
4. Attack most close bosships

Thats "blademaster" ships, or a little sons. They can be effective before the battle to kill enemy key buildings or units, and then go to home or win battle, if enemy forgot decloak.

Turrets need too logic.

2) Ships with FRD+do not moving+if enemy in attack range - using best focusfire in the game, ofcose if enemy doesnot have buildings and starships, but I wrote about it at the top
logic and in other threads.
I suggest add this logic "ships with FRD+do not moving+if enemy in attack range " to the logic at the top. It givs to units more smart orders, becouse else units will doing stuped job. FRD must have and this logic""ships with FRD+do not moving+if enemy in attack range ", if you will turn off FRD on other steps, your ships will do nothing smart.

One more funny screen.
Just look and this screen, 99% dont attacking ships. Ships will attacking like zombie only buildings and starships.
TagsNo tags attached.

Relationships

related to 0020141 resolvedChris_McElligottPark Change priority 
related to 0019985 resolvedChris_McElligottPark Ships logic. 

Activities

HeartHunter7

Aug 30, 2018 3:20 pm

reporter  

focuspokus.png (2,138,977 bytes)

HeartHunter7

Aug 30, 2018 4:03 pm

reporter   ~0048618

Ships with focus fire logic "ships with FRD+do not moving+if enemy in attack range " must be same effective like ships without FRD and like ships withoit FRD+your ships is moving+enemy still in attack range.

zharmad

Sep 1, 2018 9:44 am

reporter   ~0048692

Well, if we're talking about wishlists for priority queues, I would prefer these:

General:
1. Target closest entity in range that has the highest DPS to health ratio. Ignore things like space tanks and empty forcefields until last. De-prioritise ships under forcefield unless no other ships in range.
2. Move to closest target out of range when the time to move and kill it is less than the time to kill something that is in range. Again, prioritise glass cannons.
3. Ignore wormhole guardians until last, given that it does 2 damage.
4. Ignore empty forcefields until last.

V-wings:
1. Disable all non-fleetship assets in range of itself.
2. Disable all fleetship assets in range of itself.
3. Move towards closest non-fleetship asset as a squad, for all ships that are not already occupied.

Bombers:
1. Focus fire. Ships travels towards one to three targets at a time, chosen as a group.
2. Target forcefields and other ships with 1:20 health/shield ratios.
3. Target Ships in range that have ~ 1:5 health/shield ratios.
4. Ships in range that have a high damage/low health ratios.
5. Closest ship.

Concussion Corvettes:
1. Focus fire turrets or fleetships in range with the highest damage/health ratio.
2. Other assets starting with guardians and guardposts.
3. Ignore forcefields unless no other targets are in range.

Assault Starship:
1. Self-destruct.

Scout starhips:
1. On FRD mode, target closest cloaked ship that it knows about (e.g. is attacking or has recently attacked).

Snipers and other infinite range:
1. Focus fire on a single target at a time, decided as a group.
2. Target other snipers and high priority assets: ion cannons, other sniper/missile turrets/guardians/guardposts
2b. For spider sniping turrets dedicate 1 each to guardians, starships, golems (which you can disable with 1 shot!), etc.
3. When not outnumbered, target furthest non-shield guardposts (or ships that it can do bonus damage against).
3b. When outnumbered, target closest ship to king piece.
3c. When outnumbered, target closest ship to itself.

RocketAssistedPuffin

Sep 1, 2018 1:24 pm

reporter   ~0048694

For reference for you guys, this is what it actually uses:

 <priority name="IgnoreMe" importance_metric="-1" />
    <priority name="NormalFleetship" importance_metric="100" />
  <priority name="NormalTurret" importance_metric="130" />
  <priority name="NormalStarship" importance_metric="150" />
  <priority name="BigTurret" importance_metric="180" />
  <priority name="MinorResourceGeneration" importance_metric="200" />
  <priority name="NormalGuardPost" importance_metric="300" />
  <priority name="MidNasty" importance_metric="400" />
  <priority name="ShieldGenerator" importance_metric="750" />
  <priority name="BigThreateningWeapon" importance_metric="1000" />
  <priority name="MajorPlanetLevelObjective" importance_metric="2000" />
  <priority name="IrreplaceableMisc" importance_metric="2500" />
  <priority name="IrreplaceableResourceGeneration" importance_metric="3000" />
  <priority name="IrreplaceableAIPIncreaser" importance_metric="3000" />
  <priority name="IrreplaceableBigAsTheyCome" importance_metric="4000" />
  <priority name="MajorFullGameObjective_SlightlyLower" importance_metric="6000" />
  <priority name="MajorFullGameObjective" importance_metric="8000" />

Units are given these target priorities. I think the game is set up so that occasionally units will go for other things. Mercenaries will really gang up on shields, but a few will go for other targets as an example.

So yeah, it'd require a fair bit of changing. I don't understand the C#, so this is about all I can give.

Though...humm, if you see this Chris, this feels a little abusable - the hole in the wall, as the same example I've read used in talking about Classic. You could probably shield the highest priority unit with everything, and the AI'll happily waste everything on it while being shot to pieces. This is, if people actually look at this kind of thing and get the idea to do that. Classic had a case of it with Command Stations in general, but of course that's the AIs target. This'd be doable I think even without command stations.

Chris_McElligottPark

Sep 5, 2018 10:35 am

administrator   ~0048840

More targeting work to come, but this should solve a lot of it:

* Logic has been added to the game that should make the human forces always target enemies as if they are in FRD-mode, versus spreading damage around evenly. This requires further testing to make sure that we actually got the issue, though.

* Targeting weights for FRD units (on the player side) is now completely different from the targeting weights used by the non-player factions.
** The AIs and humans simply have very different goals in how they fight, so letting them weight things differently makes a lot of sense.

* For every forcefield that a ship is protected by, it now gets its priority divided by 3 if it's a player doing the targeting, or by 5 if it's an AI doing the attacking.
** This makes the AI in particular a lot less cheesable by sticking key ships under forcefields, and it makes your FRD units also behave more intelligently.

Thanks!

Issue History

Date Modified Username Field Change
Aug 30, 2018 3:20 pm HeartHunter7 New Issue
Aug 30, 2018 3:20 pm HeartHunter7 File Added: focuspokus.png
Aug 30, 2018 4:03 pm HeartHunter7 Note Added: 0048618
Sep 1, 2018 9:44 am zharmad Note Added: 0048692
Sep 1, 2018 1:24 pm RocketAssistedPuffin Note Added: 0048694
Sep 5, 2018 10:35 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 5, 2018 10:35 am Chris_McElligottPark Status new => resolved
Sep 5, 2018 10:35 am Chris_McElligottPark Resolution open => fixed
Sep 5, 2018 10:35 am Chris_McElligottPark Fixed in Version => 0.766 Target Equilibrium
Sep 5, 2018 10:35 am Chris_McElligottPark Note Added: 0048840
Sep 5, 2018 10:37 am Chris_McElligottPark Relationship added related to 0020141
Sep 5, 2018 10:37 am Chris_McElligottPark Relationship added related to 0019985