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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nakorkren on March 17, 2025, 10:34:35 PM »#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.
Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.
I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.
Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.
Randomizing is no problem, but how should salvo target detection handle distance and size? Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?
Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.
I'd suggest keeping it simple and just having each missile that can see one or more targets calculate a % chance of attacking each target as that target's hull size / sum of visible targets hull size. That way:
1. You don't get overkill unless you can overkill everything
2. It handles the case of lots of small targets well.
3. If you get underkill, you either did some damage to most ships, or you didn't really have enough of a mine field to do that much damage anyway.
4. It does better in the case of one or two large targets and a bunch of small targets, in that it doesn't over-assign to the small targets like 1/count(targets) would.
I did look at some more complicated approaches. The other one that seemed to produce decent results was starting with the (smallest or largest) target and assigning missiles up to a specified number of warhead points per target hull size, then moving to the next (smallest/largest) target. That could be set as a design parameter of mines, which would allow you to adjust how much over/underkill to perform at time of design.
If we're able to set mine design parameters, it would be nice to have the option to attach or ignore commercial ships, or maybe just set a speed range for things the mine will target.