From: Dusty town, somewhere inside central valley of CA
An interesting idea. I wonder how should this work in the UI?
How about introducing 'pause', similar to CM series?
Single click = 10 sec pause, multiple click will increase pause time. During pause, let units in defilade position, or looking for hull-down or any defensive position, just like Defend command do. Players will be able to include different amount of pause during waypoint setting.
It would be better if AB allow players to 'click and select' the 'point' of waypoint after waypoint setting is over, and introduce pause later. But I guess that will require some coding so... this might be my future wish list.
How to find an alternate position for them? The player may have positioned them carefully and doesn't want them to move. Automated movement can reveal the units to the enemy, or they can end up in a bad position that the player is not happy with.
As you may remember, I'm also the one of the major advocates for shoot and scoop, but I also agree it might be tough to design this feature via coding.
Maybe it would be possible to adapt the algorithm of "defend" command, or mix with "Scout" move command. How do you think?
I'm not sure about the detail, but it seems that when "defend" command is activated, AI looks for the position, 1~2 tile around current tile, which have LoS to the designated area to watch, with best cover and concealment value. In addition, "Scout" move has the element of "reaction" against opponent. During scout move, when unit being attacked, the unit pop smoke and stop & move out of enemy LoS. Mixing two algorithm might bring something similar to "shoot and scoop".
It might be possible to include "shoot and scoop" in SOP and let players turn on/off, or it might be possible to include in right-click waypoint option, and let players use the feature like 'defend' or 'rotate'.
When "shoot and scoop" is activated, let tank or vehicle or infantry team engage for limited amount of time or limited amount of salvo, and reverse to the 2~3 tiles (1~2 tile for infantry) behind the current tile. Those 'retreating' tiles should be out of known enemy LoS, and AI should looking for the tile with better concealment / cover value, or prioritize the retreating tile to forest/wood/rumble tile around 2~3 tiles to maximize concealment / cover. After 30sec ~ 1 min later, let unit returns to original position (or adjacent tiles to original position), and engage again. But this 'returning' feature might be unnecessary, but I wish to have them, because this is what I mostly do when I play Squad and SB Pro. If nicely coded, AI can select other possible tile to return and attack again, other than original position.
During "shoot and scoop" it might be possible to let units 'reverse' only when the unit is being attacked, to maximize the effect of ambush. It might be possible to include another command, let say "ambush". "Shoot and scoop" shots 1 salvo or 2 salvo and retreat and wait and return, while "ambush" shots main armament until the moment when the unit being attacked, then retreat, wait and return.
If all tiles behind the current tiles to retreat are blocked by obstacles, then print "cannot find waypoint" and cancel the move. If all tiles to retreat are covered by enemy LoS, then let the unit pops smoke. If all smoke is out, then maybe cancel the order, or let the unit just retreats.
Like you mentioned, wrong "shoot and scoop" might bring worse results, but I guess this is the player's responsibility, to not activate "shoot and scoop" in wrong place and wrong time. If a tank is ordered to perform "shoot and scoop" in the middle of town and get killed by RPG while trying to change his position, that is player's fault. Isn't it?
From my experience of Squad and SB Pro, (Also ARMA3 but I don't play ARMA) when playing as tanker, me or other players usually use shoot and scoop on the hilltop, across/behind the treeline, or behind the big rock or house, and only when my tank have some good distance against enemy. Maybe it would be possible to use "existence of useful cover" and "distance from enemy" as a condition to engage the "shoot and scoop" but this might be too difficult and complicated. So, I think, for shoot and scoop, best way to express is via adapt and mix the "defend" and "scout" command, and add some additional if and for loops.
< Message edited by exsonic01 -- 5/28/2019 11:22:13 PM >