Well, it seemed to me that your idea would come down to some sort of hierarchy of which targets to attack first and which ones to ignore, which would result in some sort of blanket change which would of course not be able to cope with some outliers (and modders just love to add outliers).
This mostly came from the "I'd like my tanks to fire at other tanks before firing at dogs." comment, which set the baseline from which my assumptions were working, that what you were thinking of was a stringent divide between different units and different roles.
Then in your later post, I might have taken you slightly out of context to some extent, to which I also apologise. It was mostly used to fuel my already strong aversion to the viewpoint that "everyone should accept my point of view", which might in hindsight not have been what you were aiming for. The bottom line was that I didn't (still don't) like fixes to things which aren't technically broken. While I agree that sometimes there are flaws in it as target acquisition as it stands in RA2/YR, the benefits of a different system seem negligible to any player who is even half awake and willing to reassign units to different targets. Again, maybe my assumptions are wrong.
The other thing I was trying to get my own head around, and which I didn't actually articulate, is what would you replace the "old behaviour" with? I can sort of see the calculation of what the max/min/average % of the enemy's health which a unit's weapon can remove being a good place to start, since it would be reasonably sensible in any circumstances. But I'm still not sure where you'd go from there since there are numerous cases where the % is misleading.
This mostly came from the "I'd like my tanks to fire at other tanks before firing at dogs." comment, which set the baseline from which my assumptions were working, that what you were thinking of was a stringent divide between different units and different roles.
Then in your later post, I might have taken you slightly out of context to some extent, to which I also apologise. It was mostly used to fuel my already strong aversion to the viewpoint that "everyone should accept my point of view", which might in hindsight not have been what you were aiming for. The bottom line was that I didn't (still don't) like fixes to things which aren't technically broken. While I agree that sometimes there are flaws in it as target acquisition as it stands in RA2/YR, the benefits of a different system seem negligible to any player who is even half awake and willing to reassign units to different targets. Again, maybe my assumptions are wrong.
The other thing I was trying to get my own head around, and which I didn't actually articulate, is what would you replace the "old behaviour" with? I can sort of see the calculation of what the max/min/average % of the enemy's health which a unit's weapon can remove being a good place to start, since it would be reasonably sensible in any circumstances. But I'm still not sure where you'd go from there since there are numerous cases where the % is misleading.