On IRC we were talking about multiple turrets for commanders.
There were 2 ideas:

1. One offensive and one defensive turret. You can control the offensive
one
and the defensive one tries to defend the commander and therefore marks
defensive targets. Some it has to be choosen which target a groupmember
wants
to choose. (Can I better defend my commander or should I rather use his
offensive recommendation?) Maybe a target can additionally marked
as "urgent", in cases where the commander droid is like to get destroyed
by
that unit soon.


I think the groupmember's target acquisition is completely 'take over' by
the commander,all groupmember will always try to choose commander's primary
target 'psTarget[0]',and I dont think this can be easily changed...

2. One ground and one air turret. The attached AA units obey orders from the
air turret, while the others obey those from the ground turret. This
follows
the usual rules for target selection. (Use droid-target if possible:
Commander AA turret can't attack ground units, so it will choose a better
target. This can then be also attacked by the attached AA units. Same
applies
for ground turret / ground units.)

2 is probably easier to implement, while 1 simulates a much higher
inteligency
of the commander.

What do you think?
--Dennis

same problem as '1',imo the commander in wz is a squad leader rather than a
commander(the human player is the commander),so some primitive artificial
intelligence should be sufficient,e.g:attack/retreat like a wolf pack,and I
always think commander will be alot useful if a commander can 'lead' tons of
weak units like scavenger infantry.

I'll fiddle with commander a bit after I finish the wzStats
converter,'finite ammo',airfield and navy features...
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