September 27, 201510 yr After a new surface contact I wait a while to see the almost complete enemy force disposition, and only after to arrange any attack to selected target. The problem is in the same situation the AI fires almost everything at the first contact, instantly, and depleted his magazines against a single enemy ship. This is what I was driving at earlier, about giving the AI time to fully assess the target group rather than giving that immediate full broadside salvo to a picket. There must be a balance struck between having that time to reconnoiter and select high value targets and evading player defensive fire.
September 27, 201510 yr What do people think about AI "knowing" victory conditions and using that information to influence its play? I haven't thought much about it and don't know how it would be done (I think it could) but I like the idea of AI having some sort of ranking of importance regards its targets. I'm still plodding along looking at some simple games and what AI is doing but not yet learned enough to try out anything. I'm also wondering about how people approach situations were a new contact is made, what do you do? I am in favour of the AI "knowing" its victory conditions. Having that capability (if its possible) puts the onus on the scenario writer (where it ought to be).
September 27, 201510 yr Here's a real simple (I think) modification. The AI will automatically turn on radars when a) it thinks a unit is detected, or upon firing of AAM's, even if they do nor require a radar for guidance. This defeats stealth aircraft advantages, and makes surface group identification very easy for the human player.
September 27, 201510 yr I agree at giving the AI time to develop enough information before launching all it's missiles. Maybe have the recon/patrol unit fly/sail slightly off axis for several minutes in an attempt to get a better picture of the situation, if after a certain time no more contacts arrive then have it commit to an attack (or not). I also agree on putting a value on the target, maybe even put a value on groups as well. Overall this would help to make conducting reconnaissance important as it is in real life.
September 28, 201510 yr Here's a real simple (I think) modification. The AI will automatically turn on radars when a) it thinks a unit is detected, or upon firing of AAM's, even if they do nor require a radar for guidance. This defeats stealth aircraft advantages, and makes surface group identification very easy for the human player. Not sure I am following?
September 28, 201510 yr I think Rainman means the AI should quit to have that behaviour, and don't go with active radar (or sonar) automatically at first (or nimble) contact.
September 28, 201510 yr I think Rainman means the AI should quit to have that behaviour, and don't go with active radar (or sonar) automatically at first (or nimble) contact. Ah, yes, I think you're right. Though I do not think the AI necessarily energizes radar when firing AAMs that do not require radar illumination.
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