Automatic priorities
Video game concept
Units, characters, etc. automatically prioritize certain tasks or targets instead of doing them in first come first served or closest one first, usually hard-coded to prioritize tasks or targets they're most efficient with or against.
4
games
1platform
WIN 2007-09-24
WIN 2009-04-08
WIN 2006-09-14
This is commonly missing feature in real-time strategy games, forcing micromanagement on the player to have even slightly sane behaviour from their minions. Thus, this tag signifies when the units themselves already try to prioritize tasks or targets they're most efficient as even if some other thing came first.
For example, an AT infantry squad may attack other infantry if there's no other targets, but automatically swap to shooting mobile armor (e.g. battle tank) if such come to their shooting range regardless if anything prompted them to do that (e.g. no return fire,but rather they "decided" to do it themselves). Similarly an auto-cannon mounted armoured car would first target light vehicles, then invantry, and then heavy armor. Some instances might go so far as to not bother shooting at certain targets, e.g. an officer with pistol might not engage a battle tank since pistol has no real chance of doing anything to the tank, only draw the attention of the gunner managing its anti-personnel weapon(s).
This is similar to player being able to give priorities, but likely occurs in games where there's no sensible reason to leave the task to the player and thus these are hard-coded.
Explicit orders from player likely override all of this behaviour.
For example, an AT infantry squad may attack other infantry if there's no other targets, but automatically swap to shooting mobile armor (e.g. battle tank) if such come to their shooting range regardless if anything prompted them to do that (e.g. no return fire,but rather they "decided" to do it themselves). Similarly an auto-cannon mounted armoured car would first target light vehicles, then invantry, and then heavy armor. Some instances might go so far as to not bother shooting at certain targets, e.g. an officer with pistol might not engage a battle tank since pistol has no real chance of doing anything to the tank, only draw the attention of the gunner managing its anti-personnel weapon(s).
This is similar to player being able to give priorities, but likely occurs in games where there's no sensible reason to leave the task to the player and thus these are hard-coded.
Explicit orders from player likely override all of this behaviour.
Popular tags
coh-series tactical wargameParent group
Games by year
The first Automatic priorities video game was released on September 14, 2006.
THQ published all these games.
Platforms
Windows | 4 |
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