#3672: Artillery emplacements spotting targets without sensor coverage
------------------------------------+-------------------------------------
 Reporter:  Stratadrake             |             Owner:  Per
     Type:  bug                     |            Status:  new
 Priority:  normal                  |         Milestone:  unspecified
Component:  Engine: Scripting / AI  |           Version:  3.1 beta11
 Keywords:  artillery sensors       |        Blocked By:
 Blocking:                          |  Operating System:  All/Non-Specific
------------------------------------+-------------------------------------
 Artillery emplacements are said to be "assigned to nearest sensor or CB
 tower".

 This is not actually true in current versions of WZ; the truth is that
 artillery emplacements will attack ''anything'' within your ENTIRE at-the-
 moment sensor coverage, regardless of whether or not there is an
 ''actual'' sensor spotting the target -- in fact regardless of whether
 there is anything that can currently see the target at all.

 This is an easy thing to reproduce:
 * Start a single-player skirmish on Sk-Rush (T2).
 * Fortify your HMG hardpoints with basic mortar pits.
 * Drive a truck out to the nearest oil resource (do not build on it) and
 back again.

 The results you get are:
 * In the original retail WZ (up to 1.10), nothing happens.  Your truck
 might come under some enemy HMG fire but that is all.
 * In the 3.1 beta11, your mortar pits open fire on the enemy defenses the
 moment they become visible to your truck, and continue attacking until the
 enemy derrick and all four HMG hardpoints are destroyed.  In other words,
 '''you just improvised a truck as a mobile sensor'''.

 The ramifications are:

 * ANYTHING can spot for artillery emplacements, a job that only sensors
 (and commanders) should be able to perform. Drive a truck within shooting
 range of enemy hardpoints and your mortar pits will open fire; fly a
 suicide VTOL over enemy airspace and your howitzer emplacements will start
 raining down shells.
 * Even an oil derrick or rearming pad can spot for artillery (albeit from
 only 8sq instead of 16).
 * Even a VTOL Strike or VTOL CB tower (which only spot VTOL's) can also
 spot for artillery (and at 16sq too, which is more than the standard
 mobile sensor turret).
 * Artillery emplacements continue firing until ALL known targets are
 destroyed.  This is especially serious when the target is a structure:
 The only way to stop artillery from attacking it is to take out the actual
 artillery emplacements.
 * Reduces the usefulness of the "Radar Detector" turret (which targets
 enemy sensors instead of enemy artillery); even once the sensor is
 silenced, enemy artillery emplacements will still attack if something
 ''else'' (like an AA site) can still see you.
 * Significantly increases the difficulty of campaign mission Beta 7, due
 to the close proximity of your LZ to Collective sensor coverage.  The
 moment ''any'' Collective unit gets within fighting distance of your LZ,
 their Ripple Rockets take aim and fire (and continue to fire) even though
 your LZ is not within range of their actual sensor towers.

 In other words, fixed artillery emplacements have an insidious advantage
 over their mobile counterparts when it comes to spotting targets; mobile
 artillery can only spot at their sensor's acquired target, but fixed
 artillery can spot ''anything''.

 This may or may not be an easy fix.  It should be that when an artillery
 emplacement is about to attack, it is validated against similar rules as
 mobile units.  E.g. the game must validate that the target is either (a)
 within the emplacement's own sight range, (b) within the sight range of a
 (standard) sensor tower or turret, or (c) a known target to CB or radar
 detector.

 Forum topic and screenshot
 [[http://forums.wz2100.net/viewtopic.php?f=42&t=9874|here]].

-- 
Ticket URL: <http://developer.wz2100.net/ticket/3672>
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