Changes between Initial Version and Version 1 of Ticket #1537, comment 3


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Timestamp:
Aug 5, 2012, 6:25:52 PM (12 years ago)
Author:
historic_bruno

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  • Ticket #1537, comment 3

    initial v1  
    11I was looking at this problem a few weeks ago. I think it's more complicated than using speed difference alone, because we have to consider attack timings (how long does it take to prepare an attack?) There is a preparation speed for melee and ranged units, some of them like siege are very slow - up to 5 seconds! A low level component like !CmpUnitMotion probably shouldn't know about attack speeds, but it should obviously be a part of determining point of attack. I was thinking maybe altering the min and max attack range to account for this but couldn't get a satisfactory solution.
    22
    3 It leads to another problem in the pathfinder, I don't think a unit can continuously pursue a target? There is a fixed target which is where the target ''was'', and every time the pursuer reaches that target, it stops and if possible calculates a path to where the target ''is now''. During the time the unit is stopped, the target gets farther ahead, which is ridiculous and would never happen in the real world. We need to eliminate that delay.
     3It leads to another problem in the pathfinder, I don't think a unit can continuously pursue a target? There is a fixed target which is where the target ''was'', and every time the pursuer reaches that target, it stops and if possible calculates a path to where the target ''is now''. During the time the unit is stopped, the target gets farther ahead, which is ridiculous and would never happen in the real world. When units have similar speeds it's especially noticeable. We need to eliminate that delay.
    44
    55One issue to think about for the future is different movement speeds like running and charging, and how these will impact the calculation. For now I guess it would be OK to work with the assumption of walking.