Trying to break up my questions in different topic threads to make searching a bit easier... Will unit weapon accuracy be represented graphically at all? In other words, will units miss their target graphically on occasion? I've watched the Live Streams where Mavor has mentioned that he preferred the Star Wars approach to laser fire in contrast to continuous laser streams. That made me think that I've always enjoyed the "realism" of games like Star Wars Empire at War, where it actually shows you that weapons don't always hit their target, which is unrealistic. So, you often see laser fire, and other projectiles, miss and trail off into the distance, for example. Is that the plan for PA as well, or will every shot hit its intended target? Just curious...
Have you played Total Annihilation or Supreme Commander before? They are fairly unique among RTS games for having 100% Simulated Projectiles(among other Simulated aspects) Mike
I have played SC, but it's been a while. So, I guess it's safe to say that the same mechanics will exist in PA? I'm asking because I didn't notice it in the pre-Alpha gameplay segments (which I know are FAR from being done). However, I would imagine based on what you reminded me of about SC, that you are probably right, and the same will be true in PA. Thanks.
Units will not miss voluntary. Although it is likely that there will be a slight spread for projectile weapons, mostly because it looks better. But it's not like they would be guaranteed to miss 10% of the time or so, the goal for the engine and targeting system is still to achieve 100% accuracy. When it says physically accurate, then it only means that shots which have hit an obstacle will not just fly through the obstacle, but will be actually blocked. This can lead to decreased accuracy if the target is half covered, but it should not have any impact on the performance of an unit while in open field.
You can dodge shots in SC, FA and TA. If you are good with your units you can beat an enemy just by dodging his shots.
Basically this... At the time the projectile leaves the barrel (and minus any deliberate firing randomness like artillery generally have) every projectile should be aimed and fired right where it needs to be to hit the target based on angle, velocity, and the effects of gravity... Assuming target movement speed/direction change, terrain, or other units don't block or impede the shot at some point during its flight arc.
Not to derail the thread, but shouldn't variable accuracy be one of the ways units can be designed? Perfect accuracy belongs on some weapons, perhaps, but it seems silly to say that all units' targeting should be perfect. Consider long range weaponry. Very inaccurate shell-based artillery (it'll land somewhere in this circle) makes a nice contrast to highly accurate missile strikes. A similar type of differentiation makes sense to use for other weapons. Very inaccurate spray-fire weaponry is very effective against large groups of enemies, and is stronger at closer range and against large enemies.
lol hence why I included "minus any deliberate firing randomness" in my description The engine SHOULD be programed with perfect accuracy in mind... that doesn't mean you shouldn't also have tags to allow you to deliberately reduce that accuracy as needed.