Greetings all,
Half of the problem is the AMS doesn't actually see most of the terrain, artwork, or structures.
- It recognises missiles at 800mtrs and attempts to engage when they are in it's firing range.
- If, and that's a big IF, the AMS only fired when it had a direct LOS to the missiles, most of the issues with lack of ammo would be solved.
I would think that the calculations required for LOS to missiles from the AMS, for every second that missiles are in the air, must have been deemed too difficult or required too much net traffic to run. Having to send LOS info constantly between the server and client must cause some performance concerns. I would think that hit state and roll back could be 'fudged' a bit for the LRM's, where AMS is directed at them.
- We aren't seeing the AMS engage and shoot down streaks, or SRM's. And it's designed to actually do that.
- If the Mech is moving and the AMS is in constant motion from the torso moves it may not be as effective as it could be.
Having the AMS identify and track LRM's in flight, calculate the LOS when 'in engagement range' and ONLY fire if LOS is clear to the LRM's is where we need this system to be at.
- At what point does the AMS select which incoming missile type is the Priority?
- Does it only stay on LRM's 'in flight' even if there is a closer target firing SRM's?
(is the AMS even programed to engage SRM's and Streaks?)
Solve the LOS only engagements then work on 'through terrain' shooting, as they will probably be related.
- This will stop the 'asking for an off switch' on an automatic system.
9erRed
Edited by 9erRed, 31 August 2014 - 07:22 AM.