Difference between revisions of "User:Talas"

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AA shooting at "any" unit
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== AA shooting at "any" unit ==
  
Disclaimer:
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==== Disclaimer ====
This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077
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This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077<br>
And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192
 
However, I feel like it's good to discuss precisely which ideas are being dismissed.
 
  
 +
And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192<br>
  
Here's my take on how it could work, barring engine limitations:
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However, I feel like it's a good exercise to explore the idea in detail.
  
Make AA have two zones of operation: High altitude and Low altitude.
 
  
If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.
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==== The idea in a nutshell ====
  
Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.
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* Make AA have two zones of operation: High altitude and Low altitude.
To balance this, AA that fires at high-altitude should be stronger.
+
* If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.
 +
* Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.
 +
* AA that fires at high-altitude should be stronger.
 +
* There should be some overlap between the High altitude and the Low altitude zone.
 +
* Krow altitude, for example, could be so that it is hit by both types.
 +
* Certain AA can work in both zones, ie Gremlin, Zephyr.
 +
* Jumping and lobbed units shouldn't reach the High-altitude zone.
  
There should be some overlap between the High altitude and the Low altitude zone.
 
Krow altitude, for example, could be so that it is hit by both types.
 
Certain AA can work in both zones, ie Gremlin, Zephyr.
 
  
Jumping and lobbed units shouldn't reach the High-altitude zone.
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==== Intended outcomes ====
 +
* Landed planes don't get targeted by AA.
 +
* Launched units can be targeted by AA.
 +
* AA is still AA, it won't shoot up hills.
 +
* Certain planes/gunships can fly "under" the strongest AA (ie Artemis).
  
 
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==== Issues ====
This system accomplishes the following:
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* Jumping/lobbed units can be hit by low-altitude AA.
Landed planes don't get hit by AA.
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* Building "correct" AA response becomes _more_ difficult.
Launched units can be hit by AA.
+
* This is a large change, requiring huge balancing efforts.
Certain planes/gunships can fly "under" the strongest AA (ie Artemis).
+
* Might require engine changes to support altitude limited targeting.
 
 
The following issues remain:
 
Jumping/lobbed units can be hit by low-altitude AA.
 
Building "correct" AA response becomes _more_ difficult.
 
This is a large change, requiring huge balancing efforts.
 
Might require engine changes to support altitude limited targeting.
 

Latest revision as of 03:30, 10 November 2023

AA shooting at "any" unit

Disclaimer

This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077

And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192

However, I feel like it's a good exercise to explore the idea in detail.


The idea in a nutshell

  • Make AA have two zones of operation: High altitude and Low altitude.
  • If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.
  • Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.
  • AA that fires at high-altitude should be stronger.
  • There should be some overlap between the High altitude and the Low altitude zone.
  • Krow altitude, for example, could be so that it is hit by both types.
  • Certain AA can work in both zones, ie Gremlin, Zephyr.
  • Jumping and lobbed units shouldn't reach the High-altitude zone.


Intended outcomes

  • Landed planes don't get targeted by AA.
  • Launched units can be targeted by AA.
  • AA is still AA, it won't shoot up hills.
  • Certain planes/gunships can fly "under" the strongest AA (ie Artemis).

Issues

  • Jumping/lobbed units can be hit by low-altitude AA.
  • Building "correct" AA response becomes _more_ difficult.
  • This is a large change, requiring huge balancing efforts.
  • Might require engine changes to support altitude limited targeting.