superweapon "scatter"

Bug #896350 reported by MRMIdAS
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This bug affects 1 person
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Ares
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Bug Description

Useful for when the AI targets stealthed units or structures, this feature is a request to have the AI become "inaccurate" when firing superweapons on stealthed units, as though it's "guessing" where the units or buildings are.

whether the "inaccuracy" is based on the range of the weapon, or if it's user definable is up to whoever codes it. I'd prefer user definable.

Revision history for this message
WoRmINaToR (worminator) wrote :

Interesting thought, if nothing else.

Unfortunately at the moment the only usage case I can think of is with a Sonar Pulse. Beyond that, this is little more than a "oh that's kinda cool" sort of tweak, nothing truly game changing. AIs have slammed our cloaked buildings with SWs for years and nobody really complained about it.

To be honest, I'm not sure if such a narrow usage case would be worth the work.

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MRMIdAS (mrmidas) wrote :

you could give it to regulare supers too, if you made a special usage case, whereby the "scatter" is only used when attacking stealthed targets, again, as though the computer has "seen" your base, and is "guessing" on roughly where to attack.

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Rogan (pdrogan) wrote :

So it's slightly similar to random targeting (0001712), but limited to an area where the enemies are?

That could add a bit of realism to the AI.

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EricAnimeFreak (ericanimefreak) wrote :

This sorta sounds like what cranium said in issue 0001360.

Quote Cranium:
"Also, in addition to this, maybe add a tag to allow multiple fired SW's to fire into seperate cells instead of just one cell or one type of building?. Like maybe
[SuperWeapon]
SW.Scatter=yes/no, If more than one of these SW buildings exist fire projectile/warhead into seperate cells. (scatter determined by CellSpread)?
Just a thought. "

As for uses, it can instill inaccuracy in superweapons. This is sorta like a way to replace ParadropRadius= accept to allow it to be on all superweapons and for it to be a % chance of firing within a given range.

Realistically speaking, in war not all weapons hit perfect, paratroopers don't always fall where you want them and missiles sometimes miss their targets.

Nuke With inaccuracy could mean a huge difference between life or death. Making the game a little more fun and random is nice. Air-strikes, para-drops, spy-planes being inaccurate makes sense too. Stealth detection, etc etc. Heck even a chronosphere teleport might malfunction and drop you in the wrong spot. I see many potential uses for this.

In which case what I think the modding community wants, "is a tag that allows you to control a super-weapons inaccuracy factor."

You would want 1 tag to say how many cells can it possibly be inaccurate. "Suggested tag below."

[SuperWeapon]►SW.Scatter= (integer – distance)
    Distance in cells in which this superweapon may hit from their targeting cell. Defaults to [SuperWeapon]►SW.Scatter=0

And another tag to define the chances of it being inaccurate, whether this allows for direct hits or mid cell hits from superweapon instead of direct hits and complete misses would be up to the coder.
"Suggested tag below."

[SuperWeapon]►SW.Scatter.Chance= (integer)
    The percent chance the superweapon will not hit the main targeting cell. Defaults to [SuperWeapon]►SW.Scatter.Chance=0%

And that's my 2 and a half cents. I don't see a huge priority on this but I just thought I'd post what I would like to see happen.

Revision history for this message
MRMIdAS (mrmidas) wrote :

I'm less inclined to have all supers being inaccurate, on the basis that its easy to be accurate when looking at a base.

what I want is if the base/units are stealthed, it's still possible to attack that area, but inaccurately. creating the effect the AI is "guessing" where your critical structures are.

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