I have been considering putting on additional tactical management for the AA micro widget in v0.4.
Currently, it will fire on the highest HP thing it can oneshot. If there is no such thing, or it will cause overkill, it targets the lowest hp out of the remaining targets.
Each tower will post its intended target and other towers will consider the target's effective hp to be lowered by the tower's per-shot damage.
This can definitely be improved. Suggestions are welcome.
Please keep in mind that radar dots' identities cannot be discerned. Yet. I'm working on that. =P Taking into account limited information is essential, you cannot assume the widget will know everything.
Some attention to CPU usage would be nice. I can't iterate over all possible target assignments. Although this is not such a concern, I try to think of ways to implement a targeting idea in a CPU friendly manner. That's my job as a coder after all!
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What I am considering adding is an attack stronger than lowest hp mechanism.
Eg. you have 3 hacksaws. A licho and 3 bombers fly into view. The hacksaws will just target the bombers instead of the licho since they one-shot bombers.
However, since each hacksaw considers its own attack independently of the others, I can only track attacks that have been decided or just launched by other towers (within refire delay).
For the hacksaws to correctly decide that they should cooperatively shoot the licho and take it down, they need to not only consider their own attack but other "potential" attacks from other towers, including sensing if the other hacksaws are ready to fire or not.
I have only a limited idea of how to do this. Any suggestions or refinements are welcome.
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An another completely separate problem is the decoy planes problem.
There exists (with good reason) a tactic that involves sending air superiority fighters into heavy AA to draw fire away from bombers that then destroy the intended target. It also clears the space of fighters.
This tactic works on v0.3 AA micro. Any hacksaws and defenders will target the fighters first while the bombers are not yet in range since they don't detect bombers.
The problem here is this: How do you decide whether to shoot enemy fighters with heavy AA when there is no other target visible?
Remember you can't detect the bombers incoming since they haven't entered radar.
And they might not be there... the fighters could be chasing your fighters or gunships. Then you
definitely want to use all AA you have.
Not to mention that bombers like the stiletto are radar invisible. This complicates matters massively, since the stiletto is definitely AA enemy #1 due to it removing shields and taking AA offline. But you can't see it and thus will be spending ammo on normal bombers that you see in radar as they approach. Or their fighter decoys...
Or sending bombers through a "corridor" of jammed radar. (athena, cloaky bot con, eraser) Then everything is invisible.
How do you solve this problem? As a player, if you had as much micro as you needed to control all your AA defences and consider all possible tactics, how would you approach this problem?
I have no idea. Any suggestions are highly welcome.
I don't expect solutions to be perfect. I don't think it's possible to counter air with AA turrets perfectly, and this is the way it was designed. Decoy maneuvers and whatever else you add in makes deciding the defense problem far more difficult than executing the attack.
The bombers will get through.
It's only a question of how many.