View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0021496||AI War 2||[All Projects] Suggestion||Aug 10, 2019 7:42 pm||Aug 16, 2019 9:36 am|
|Product Version||0.880 Belatedly Finding Friends... And Enemies|
|Fixed in Version|
|Summary||0021496: Snipers are dumb|
|Description||Even with the prefered target selection (awesome feature btw!) snipers can be annoying. It would be very very nice if they would NOT shoot guardposts unless directly ordered to. That would stop them from alerting all the guardposts around a planet with no micromanagement.|
You could also make it so Hold Fire mode stays true for automatic behaviors but if the player orders snipers to attack something while in hold fire mode that they follow that order only and then get back to holding fire. To make it so ships holding fire could be ordered to destroy a ship and all of the same type on a planet and then go back to holding fire.
|Tags||No tags attached.|
It's not just the guard posts though, shooting guardians far away will alert nearby guard posts too.
I suppose some work could be done to the targeting code to say "If this unit has infinite range and If the target is far away and hasn't taken damage yet, make it a lower priority than things that have taken damage already"?
||That could work if guardians/guardposts are also of lower priority then strikecrafts. Upon unloading transports on a new planet, with nothing damaged, snipers would still have a chance of firing their first shots at far guardpost. You could add a range limit of like 10 000 for the situation where everything is undamaged if that can be a thing.|
||Guardians/guard posts are higher priority because that's usually optimal for your non-sniper ships and need to stay that way.|
||Perhaps giving Snipers a damage penality against targets that cannot move would help, that way they would only aggro a guardpost once all mobile enemy ships are dead.|
I agree that guardians/guard posts priority for non-snipers should stay like it is. it's perfect the way it is for them. I think snipers should have different priorities (sorry I know close to nothing about programming so I don't know what can and cannot be done).
What I can say is that the way they can awaken garrisoned strikecrafts by hitting far guardposts or guardians is quite frustrating and I feel I have little control over the snipers unless I micromanage them heavily and that's just not fun. I would rather just not build them so they don't kill me on higher difficulties.
|Aug 10, 2019 7:42 pm||Zoreiss||New Issue|
|Aug 11, 2019 1:13 pm||BadgerBadger||Relationship added||related to 0021498|
|Aug 15, 2019 5:12 pm||BadgerBadger||Note Added: 0052565|
|Aug 15, 2019 6:43 pm||Zoreiss||Note Added: 0052567|
|Aug 16, 2019 12:18 am||BadgerBadger||Note Added: 0052569|
|Aug 16, 2019 5:30 am||AnnoyingOrange||Note Added: 0052570|
|Aug 16, 2019 9:36 am||Zoreiss||Note Added: 0052571|