MP Problems and Solutions

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Problem: Players are currently unable to optimally use their units weapon loadouts and instead must rely on the Ai to make the correct decision, but sadly the Ai is very easy to trick and exploit if a player recognizes this pattern of decision making. This includes situations such as Infantry units using their spears against other infantry units just because cavalry is also detected within proximity, causing the infantry to lose the inf vs inf fight.

Solution: "Switch Weapons" command for all units

Option A: The player can use a simple toggle command similar to the "Hold Fire" command that will force the Ai to switch to the next available weapon in their loadout and continue to use said weapon until ordered otherwise, using the toggle again will switch to the next available weapon slot.

Casual Player Option: At any time the player can choose to toggle their troops back to "Automatic Mode" (the current system) where the Ai will make this choice as it deems fit.

Problem: More often than not, ranged units will not direct their fire at the targets that the player wishes them to focus on, causing great frustration and gamebreaking exploits and encouraging rambo. This includes siege weapons in singleplayer as well, as their current targeting parameters force them to target individual Ai units rather than structural locations.

Solution: "Selective Fire" for ranged units

Option A: The player can order his ranged units to attack a specific single formation of enemy units, locking on to that target and tracking that target until ordered to do something else. If the designated target formation is destroyed the units will stop firing. Ranged units who have been told to use selective fire will not switch to melee even if they are threatened by proximity.

Option B: The player can order his ranged units to fire at a location indicated by a circular Area of Effect (Zone), the ranged units will continue to fire at the location even if there are no enemies detected within this zone unless ordered to do something else. This option is especially useful for directing siege crews where to fire their siege weapons at castle weak-points as they would not require an Ai target, but can instead focus on a location. Ranged units who have been told to use selective fire will not switch to melee even if they are threatened by proximity.

Option C: A hybrid of option A and option B where the player can order his ranged units to focus their fire at units detected within a specific area location, and will only fire their projectiles if a valid target is detected within the zone, if no units are detected within this zone the ranged units will stop firing until ordered to do something else. Ranged units who have been told to use selective fire will not switch to melee even if they are threatened by proximity.

Casual Player Option: At any time the player will have the option to toggle selective fire off, reverting targeting preferences to the Ai's descretion. The Ai will choose to fire at whatever targets it deems appropriate. (How the current system works)


These two commands in particular have been brought up dozens of times by the community in the past, receiving overwhelming support from the community at large. I hope that Taleworlds will reconsider their stance on relegating the decision making to the Ai and will instead give optional commands to allow the player to have better control into the outcome of battles.
 
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These two commands in particular have been brought up dozens BILLIONS of times by the community in the past, receiving a VAST overwhelming support from the community at large. I hope that Taleworlds will reconsider their stance on relegating the decision making to the Ai and will instead give optional commands to allow the player to have better control into the outcome of battles.
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+1 as always to something essentially vital that should also be part of the default SP experience.
 
+1 As to every single post about this. This should've been in the game since day 1 and has been suggested ever since. I get the limitations for maybe Warband, but in Bannerlord you should be able to actually control your bots. Especially when one of the two new "main" modes in multiplayer is completely based on commanding a unit of AI...
Wonder if TW would think the combat system would be fun and engaging and good for an action game if the system randomized the direction of your every swing, regardless of the input.
The commander not being able to choose who the bots target is literally the same as having your swings randomized.
Hey, if you get close enough and spam, you might be able to win! Good for an "action game"! :lol:
 
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