Warmada

Warmada

Xelan 9 Dec, 2016 @ 4:51am
turret autofire and possible feature request
I noticed a while ago that the auto fire option you have for your turret groups doesn't actually do anything. At least it seems so, since I would guess that an autofiring turret acts on it's own, searching for targets in range and attack them.
If that's not how they are supposed to work, I don't have a clue how they should work otherwise.

I'm just assuming they should work like I said, searching for and firing at targets without player input. In this case I would like to propose a feature: Let the player decide what kind of ships which turret group should attack first, a target priority list. Some weapons are better suited for targeting some ship classes than others and because of that it would be very convenient to have such a priority list for auto firing turrets. Having that list build into the design would allow for specialized designs and capable self-made fleets which could attack your enemies making smart use of their weaponry instead of blasting all they have at one target.

Example: I'm flying a flagship class ship with every possible upgrade and a nearly impenetrable shield. I'm a behemoth. And then there are this pesky little fighters, frigates and what not, which can't do anything against me, but keep flying around me, while I take care of the bigger ships, more worthy of the attention of my primary guns. But I have those two missile groups ready on my backside, just waiting to shoot their load and pulverize the little buggers. Now it would be very nice if those turrets would be able to autofire and even nicer if these turrets would prefer to shoot the fighters instead of shooting the big carrier which happens to be in range too. And if that behavior would be built into the design, so AI controlled ships would use those defined turret groups in the same fashion, it would give combat strategy and new depth.

Any thoughts on this from others?
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Showing 1-9 of 9 comments
CHOO CHOO 9 Dec, 2016 @ 7:24am 
I'd be fine with every turret just autofiring at whatever target it cna aim at most quickly.

Don't give a shti about optimisation. Just fire at something! Don't waste time!
Luke 9 Dec, 2016 @ 7:46am 
Just to brainstorm, each turret group could have three priorities. It starts with the first priority, and in the event of a tie moves down the list to the next.

Each of "priority 1", "priority 2", and "priority 3" would choose from the following selection list:

- in range
- currently selected target for this group
- smallest
- largest
- closest
- furthest away

By default, priorities 1 and 2 would be "in range" and "currently selected" but there may be instances when you don't want that, for example if you want your howitzers or nukes tracking only the largest ships no matter what.
Xelan 9 Dec, 2016 @ 9:18am 
I think some of your entries might cause major problems and/or loopholes. Just imagine you set your howitzers to always target and track the largest ship, but that ship stays out of range for god knows how long. They would never shoot, always waiting for THE opportunity to shoot. Also I think your list would increase the complexity of building/setting up your ship rather drasticly and that bar isn't exactly low, right now at least.
I thought of a more simplistic approach along the lines of: If shipclass carrier or below in range, target that. Else attack the nearest target/my target/do nothing. Maybe a second else after that.
Much simpler to grasp and to plan with and it would cover your example and anything else I can imagine right now too.
Luke 9 Dec, 2016 @ 9:36am 
Right, we're saying the same thing, really. Having three priorities, whatever they are, is basically the same thing as having nested conditional logic. P1, P2, P3, is the same thing as If-then-else-else.

You're just adding the extra step of "carrier or larger" instead of "largest available". Same idea, though.

You might hide the first two, "in range", and "currently selected" from the user and just expose the conditions after that. But by making them the default and allowing them to be changed, it does not really add complexity as all you have to do is not change them and your turrets will always prefer the currently selected target as long as it is in range.
Xelan 9 Dec, 2016 @ 9:40am 
ah okay, then. Just sounded more complex the way you descriped it first ;D
UUUU Interactive  [developer] 9 Dec, 2016 @ 10:59am 
Autofire just means they'll automatically fire again when available, like in FTL. If autofire is off you'll have to give them attack orders for each volley.
Menghis Khan 9 Dec, 2016 @ 11:31am 
I also wouldn't mind a "fully auto" mode that you can set for specific weapon banks, which will have them auto-target and auto-fire at the warp core of the nearest/smallest (or nearest/largest) enemy ship. Basically just telling that weapon bank to use the AI targeting code with some minor modifications for enemy size/class priority and to refresh its target to something in range once in a while if the previous target is out of range.

Like Xelan and Luke said, it would make managing larger ships much easier without having to pause the game every 5-10 seconds to manually re-target your secondary and tertiary weapons batteries to the next closest fighter/frigate/cruiser in range after the last one blew up or flew out of range of the battery.
Last edited by Menghis Khan; 9 Dec, 2016 @ 11:32am
CHOO CHOO 9 Dec, 2016 @ 12:02pm 
My favourite weapon is mines because I don't have to go through the super-fiddly targeting or micro-manage turrets.

Seriously, UUUU - gunnery is no fun against multiple targets :(
Xelan 10 Dec, 2016 @ 2:51am 
Altough my interpretation of the autofire feature was false, could we get some kind of AI controll for some of our turrets regardles?
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