Question regarding wingmen firing logic

Command a squadron of spaceships
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Fenris
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Question regarding wingmen firing logic

Post by Fenris » Thu Oct 13, 2005 1:23 am

I'm under the impression that

1. Missiles, when selecting a target to lock on, have a fairly wide angle of acceptance and within that angle appear to prioritize by distance. Thus, a nearby asteroid that's about 30 degrees off may get picked over a somewhat further-away enemy dead ahead.

2. The wingmen ignore this when deciding when to fire, and will fire even when the target selection *will* predictably mean that they will be shooting me, other friendlies, or perfectly innocent asteroids based on the information they have available, including what velocity I was last headed on and my position.

3. The wingmen ignore the possibility of overkill causing their missiles to go *through* where the already nearly-dead enemy ship is about to explode, and hit friendlies on the other side.

Am I mistaken somewhere here?

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Legacy
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Post by Legacy » Thu Oct 13, 2005 1:52 am

No, that sounds like half my deaths to me...

Quorad
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Post by Quorad » Thu Oct 13, 2005 5:55 pm

Ha ha ha ha, Legacy

That is funny.
But sadly, true.
Yeah, I lost my best commander that way.
日本語がわかる。

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Old Man Johnson
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Post by Old Man Johnson » Fri Oct 14, 2005 8:59 pm

Yeah, missiles definitely go for closer enemies first; wingmates are usually pretty decent about not messing this up. However, they do tend to overkill a lot.
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Guanchao
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Post by Guanchao » Sat Jan 07, 2006 4:04 am

They only tend to overkill to make sure that their opponent is nice and dead.

It's a useful strategy, I tried it once; I had about as much friendly kills as enemy kills, and, therefore, no medal; but it felt good. :D
I live, I fight, I survive, It's all good.

luk83
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Post by luk83 » Mon Jan 16, 2006 5:12 am

maybe thats a good idea to prevent AI to fire at dead ship that is going to explode anyway

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