1 |
In principle, of course. If you want to help go work on a ticket like this one: https://github.com/beyond-all-reason/RecoilEngine/issues/2153
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1 |
In principle, of course. If you want to help go work on a ticket like this one: https://github.com/beyond-all-reason/RecoilEngine/issues/2153
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2 |
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3 |
In practise though, I worry that you won't ever be satisfied by the compromises that have to be made for Zero-K to be a game about units. At least, if your attitude expressed here and ingame is any guide. I'm referring to the way that the Ronin were left on attack move, with a retreat every few minutes followed by another attack move. The unit AI is meant to implement a basic holding pattern, not turn a front into an interaction-free easy win.
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3 |
In practise though, I worry that you won't ever be satisfied by the compromises that have to be made for Zero-K to be a game about units. At least, if your attitude expressed here and ingame is any guide. I'm referring to the way that the Ronin were left on attack move, with a retreat every few minutes followed by another attack move. The unit AI is meant to implement a basic holding pattern, not turn a front into an interaction-free easy win.
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5 |
What if instead of nanoframes, fahx had danced a Glaive out in front of the Ronin? The result would have been the same. Or perhaps he could wait for the Ronin to advance a bit, deal some turret damage, then run some Glaives out to give the turrets time to repair. Should the Ronin have some sort of AI that looks for obvious bait like this? What if there were two or three Glaives, is that worth retreating from? It starts to depend on the strategic situation, on how to balance killing the enemy against staying safe. Attack Move is the command that means "stay at range when shooting and be safe".
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5 |
What if instead of nanoframes, fahx had danced a Glaive out in front of the Ronin? The result would have been the same. Or perhaps he could wait for the Ronin to advance a bit, deal some turret damage, then run some Glaives out to give the turrets time to repair. Should the Ronin have some sort of AI that looks for obvious bait like this? What if there were two or three Glaives, is that worth retreating from? It starts to depend on the strategic situation, on how to balance killing the enemy against staying safe. Attack Move is the command that means "stay at range when shooting and be safe".
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7 |
There is no clear line between exploiting the unit AI and executing a tactic that requires human decisions in response. More powerful AI is less exploitable, but it also starts replacing interesting tactical decision making. It isn't ideal that nanoframe spam meant you needed to give your units more than one order every few minutes, but you could have used the time you spent complaining about in chat to fix the problem.
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7 |
There is no clear line between exploiting the unit AI and executing a tactic that requires human decisions in response. More powerful AI is less exploitable, but it also starts replacing interesting tactical decision making. It isn't ideal that nanoframe spam meant you needed to give your units more than one order every few minutes, but you could have used the time you spent complaining about in chat to fix the problem.
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9 |
https://i.imgur.com/ttMkFpF.png
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9 |
https://i.imgur.com/ttMkFpF.png
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10 |
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11 |
The
solution
was
to
set
your
units
to
the
lowest
level
of
anti-bait,
then
move
them
around
yourself.
Units
with
anti-bait
only
shoot
at
targets
for
which
they
have
attack
commands.
Again,
it
isn't
ideal
that
Attack
Move
lacks
lua
control
of
self-issued
attack
commands,
but
that
is
where
we
are
at
the
moment.
Nanoframes
don't
blocks
shots
so
they
don't
need
to
be
shot
at,
you
can
just
go
and
shoot
the
things
behind
them.
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11 |
The
solution
was
to
set
your
units
to
the
lowest
level
of
anti-bait,
then
move
them
around
yourself.
Units
with
anti-bait
only
shoot
at
bad
targets
for
which
they
have
attack
commands.
Again,
it
isn't
ideal
that
Attack
Move
automatically
gives
units
bad
attack
commands,
but
this
is
where
we
are
on
the
journey
of
making
better
unit
AI.
Also,
Nanoframes
don't
blocks
shots
so
they
don't
need
to
be
shot
at,
you
can
just
go
and
shoot
the
things
behind
them.
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