Author Topic: Targetting mode and blaster-launchers/Psi  (Read 1040 times)

Offline Xilmi

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Targetting mode and blaster-launchers/Psi
« on: May 28, 2024, 02:18:29 pm »
Want your opinion on the following issue:

There's someone doing a playthrough with Brutal-AI's "Targetting mode" set to 1 = Aliens can only attack what they themselves see.

This is also how it works for the vanilla-AI.

However, this targetting-mode also impacts target-selection for aliens with psi-abilities and blaster-launchers. Which is not the case in vanilla-AI.

So I'd say that it would make sense to use the team-vision-logic from targetting-mode 2 in targetting-mode 1, when it comes to these weapons.

Alternatively I could also get rid of this all together, have targetting-mode 3 be the default and put targetting-mode 4 in something called "cheat-mode", which would have 3 levels: 0 = off, 1 = bughunt-mode for AI, 2 = infinite vision for AI

Offline Abyss

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Re: Targetting mode and blaster-launchers/Psi
« Reply #1 on: May 28, 2024, 06:28:19 pm »
Vanilla is using something between TM 1 and 2.
The sniper-spotter mechanics. It should be checked whether PSI-soldiers have mark "sniper", then it will be obvious, can it make PSI attacks beyond actual vision range.
The logics are simple: to give modder a possibility to decide whether this particular unit should or should not attack on purpose of controlled game balance.
Snipers see (and can attack and grenade) detected units for a number of turns (usually 2-5).


I would rather suggest you make the following options:
1. Units attack IF ONLY they see
2. non-sniper-tagged units attack only IF they see, but sniper-tagged units can use squad sight.
3. non-sniper-tagged units attack only IF they see, but sniper-tagged units can use squad sight. PLUS they can fire beyond the vision (dark areas) into presumed hostile unit location on their turn
4. Whole units use squad vision PLUS all above + REACTION fire into darkness (it's both good and bad, because weak AI units will only expose themselves, while strong will ofc make kills)
5. AI cheats, but with limitations
6. AI cheats as an asshole

The balanced option is 3 for most of the mods.
And don't forget, that PSI units usually can see through walls with SENSE. Some sectoid leader may have 20 PSI sense and therefore mind-attack human squad which gets close to the ship. PSI attacks should be limited, because it will be one-turn battle. Blaster launchers should be limited too. Vanilla OXCE units don't use them, players are not getting used to blaster attacks, most mods are balanced ignoring the blaster launchers getting spawned in the AI hands.
« Last Edit: May 28, 2024, 09:02:32 pm by Abyss »