When you get raiders at your door in midgame and you still don't have your killbox in place, you have to defend your colony with the flash and teeth of your colonist against 30-40 raiders... What's the problem in this? Nothing, this is Rimworld after all...
But when i look at 40 raiders goes down the straight line of the corridor where u lined up all your colonist and defenses, one thing become immidiatly clear to me: colonist don't give a shit about tactics and target selecting... they go all straight for the closest one, shooting all concurrently at the same target in the worst scenarios... some colonists with long reload time like snipers and miniguns even waste time bouncing from target to target aiming for couple second before 7 or more companions shoot down their targets for them... so from the 40 raiders at the beginning, 15 are shot down almost immidiatly after targeted and a storm of 25 get to close range unharmed, where my colonists with miniguns start shooting for good...
This makes battle a hell of micromanaging targets every half a seconds, in order to distribute efficiently the firepower along the frontline.
What i suggest are 2 solution to this problem, both good i think:
1) Combat AI improvement: When a colonist have to automatically designate a target, he start searching from the closest one. If this target is already targeted by another colonist, he go for the second closest one, if this also is targeted by another colonist he moves for a farther one and so on. If he didn't find a free target until his effective range, it will start again the search in the same way but now accepting targets already targeted by 1 other colonist, if at the end he still didn't find a fine target, then he start again searching for targets with 2 colonist already on it and so on.
Also if someone start shooting at a colonist, that colonist immidiatly prioritize shoot him back, provided that it's in range and he isn't attacching someone else prioritized in this way. Selfpreservation is a common thought in battles after all...
This improvements, should allow for a more effective distribution of the firepower along all targets, both from attacking and defending side of the battle. Battles will look like actual battles and not launch a wall of bullets to 1 unluky guy at a time.
2) Weapon specific targeting: the idea is simple, the automatic target selection is made upon the type of weapon the colonist are holding in their hands.
Rapid fire (pistols, SMGs, short range thrown weapons) - always closest target available
Mid range (turrets, rifles, short bows, javelins) - already attacking targets, if no one is attacking, closest target available
Long range (sniper rifles, long bows) - always farther target available
Heavy (minigun, rocketlaunchers) - always best armored target available
Explosives (granades) - farther under cover targets
This will allow players to customize their attack force in advance, planning for a distributed fire scheme or focusing on a determinated range of attack.
I can for example take 3 snipers for counter-sniper, 5 mid range people with rifles for interdict fire, 5 with SMG for rapidly stopping people that come too close, couple brawlers and another couple minigunner/granadier to shot down the tough ones.
But when i look at 40 raiders goes down the straight line of the corridor where u lined up all your colonist and defenses, one thing become immidiatly clear to me: colonist don't give a shit about tactics and target selecting... they go all straight for the closest one, shooting all concurrently at the same target in the worst scenarios... some colonists with long reload time like snipers and miniguns even waste time bouncing from target to target aiming for couple second before 7 or more companions shoot down their targets for them... so from the 40 raiders at the beginning, 15 are shot down almost immidiatly after targeted and a storm of 25 get to close range unharmed, where my colonists with miniguns start shooting for good...
This makes battle a hell of micromanaging targets every half a seconds, in order to distribute efficiently the firepower along the frontline.
What i suggest are 2 solution to this problem, both good i think:
1) Combat AI improvement: When a colonist have to automatically designate a target, he start searching from the closest one. If this target is already targeted by another colonist, he go for the second closest one, if this also is targeted by another colonist he moves for a farther one and so on. If he didn't find a free target until his effective range, it will start again the search in the same way but now accepting targets already targeted by 1 other colonist, if at the end he still didn't find a fine target, then he start again searching for targets with 2 colonist already on it and so on.
Also if someone start shooting at a colonist, that colonist immidiatly prioritize shoot him back, provided that it's in range and he isn't attacching someone else prioritized in this way. Selfpreservation is a common thought in battles after all...
This improvements, should allow for a more effective distribution of the firepower along all targets, both from attacking and defending side of the battle. Battles will look like actual battles and not launch a wall of bullets to 1 unluky guy at a time.
2) Weapon specific targeting: the idea is simple, the automatic target selection is made upon the type of weapon the colonist are holding in their hands.
Rapid fire (pistols, SMGs, short range thrown weapons) - always closest target available
Mid range (turrets, rifles, short bows, javelins) - already attacking targets, if no one is attacking, closest target available
Long range (sniper rifles, long bows) - always farther target available
Heavy (minigun, rocketlaunchers) - always best armored target available
Explosives (granades) - farther under cover targets
This will allow players to customize their attack force in advance, planning for a distributed fire scheme or focusing on a determinated range of attack.
I can for example take 3 snipers for counter-sniper, 5 mid range people with rifles for interdict fire, 5 with SMG for rapidly stopping people that come too close, couple brawlers and another couple minigunner/granadier to shot down the tough ones.