Like I said, when air units have relatively low hp to firepower, than spread fire would be needed.
If you want to solve the problem of overkill, there is better ways than AI.
To do it with what would be worthy to be called "Artificial Intelligence", you need to:
1. Identify the enemy unit hitpoints and formation
2. Identify all other air defenses near by
3. Somehow split air defenses after using the data above
As you've aluded to, The better way is to make the weapons be mechanically "instaneous" thus do not waste any firepower as the target is tagged as dead before it is over killed. (as a aircraft is unlikely to be in range of too many units before the computer can compute a kill as oppose to the slow missile animation) Graphically one can still draw slow missiles however. That is a game mechanics fix that is far easier than try to coordinate and entire set of air defenses. This effect can be done by a editor to unit stats in almost any RTS without too much hassel as developing inter-unit communication intelligence.
I mean, for gods sake, even C&C1 has "hit scan" weaponary in the form of minigunners. There is no need for an more advanced engine for this sort of stuff. No need for any new "super innovation" but just tweeks to the engine that any bored modder can do.
If you are talking about a mechanics change, than I have no problem with that. If you are talking about developing inter-unit communication for something that can be solved by something simple than I would not agree. If you want to remove micro, do it at the mechanics level not at the "sub-player input level." Doing engine->AI->Player stack is double the work for the same effect.
GuppyShark wrote:Care to explain this? There's nothing random about the starting conditions of a tabletop wargame. I pick my army, you pick your army, we deploy and engage.
Stark wrote:Guppyshark, he probably thinks it's 'unfair' if both sides don't have identical terrian. It's his whole 'unbalanced for multiplayer' thing - even though tournament level miniatures play STILL has either random or preset non-symmetrical terrain.
In a tournament miniature game, there is ALOT of randomness.
1. Armies are build before hand, thus one has to guess the opposing army composition as oppose to doing it on the fly.
2. Terrain is set up just before the battle. Missions are determined by Dice rolls.
3. The first turn (in games that have it), is often determined by dice rolls too.
4. There is alot of randomness in combat computation. Because there is few hit points on the table top, most weapons deal damage directly and good and bad rolls can have critical effects on battle.
Tournament level miniature play is an very different environment than RTS tournament play. Meta-gaming is the "strategy" of the day where ever competitor try to out guess the opposing army composition and build an counter army. Once into the tournament, luck is an extremely important factor in both what opponents one draws and what tactical sistuations araise.
In an extreme case, let take Warhammer 40K table top match up. In an Raider Dark Eldar vs Infantry-heavy weapon imperial Guard, winning the 6D roll for first turn means a massive advantage that may well seal the game with a few more lucky breaks, as both sides are extremely vulnerable to each other's attacks and can not consistantly survive one turn without being ineffective. We are talking about losing 40% of your army on turn one before you can make even one move! (to be fair, this problem is specific to a limited number of TT games)
Its telling that when table top players ask about who wins touraments, they ask what army is used as opposed to what "strategy." The army is the strategy (for example, your army only have 150 foot guardsman with long range heavy weapons, there is nothing to do other than shoot until the enemy dies) and dice the path to victory.
Sure, some intellect is needed since being stupid never wins games. However the best player in a screwed up match up still lose against average ones. The advantages the better player is probablistic as opposed to deterministic. Usually, over the round of 6 games, the better players would have enough good and bad luck to cancel out the effect, so terrible players don't win touraments that much. (however they still can, unlike RTS) However the there is simply a smeared out group of good players as opposed to a clear ladder of ability.
SirNitram wrote:...blah blah
Now just have a toggle where they'll either target the units with the leader max health, or most, depending on your strategy.
....I have nothing against something like a toggle or even some unit AI (I've even proposed what kind of AI I'd like to see).
Basically, I have nothing against things where the player controls like toggles and the likes. All it really does is it averages out inputs overtime (you need to set the toggle) as opposed to have it happen all at once in the tiny time frame of battle.
I just don't see how the issue of "clicking faster = more power" can be solved by it easily. Maybe it is a strawman position that no one is supporting, but considering the hatred against micro shown in this thread, I doubt it. To control a toggle, one needs two clicks. To tell a unit to target a specific unit, one needs two clicks too. Someone with 300APM can simply have far more fine grained AI script control than someone at 50APM and thus once again gets a advantage, as both values are averaged not just peak.
To stop the clickfest you need to stop "everything" where fast commands can be used to gain an advantage. AoK for example have formation and behaviour toggles. While it stop frantic "select-and-move" control, players with high APM use their time in micro-ing horse archers, dodging seige engine attacks and manage the overwhelming economy.
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That is why I think TBS is just a much better way if one wants to give the player time to think. With hybrid RTS-TBS engines, where the game is mechanistically real time but inputs happen after a set period of time. (eg. commands at end of one minute, game pauses) It can be more immersive than a RTS as the player has far more time to spot and manage things, allowing far more realistic games without overwhelming the player completely. It is scalable as in it can fight small and large battles equally well. (as opposed to tiny battles of boredom and massive battles of sheer chaos)
I mean, the complaint is mostly about the lack of time. Why not just add time.