cbelva -> RE: how good is the AI? (11/7/2013 2:22:51 PM)
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ORIGINAL: pzgndr quote:
ORIGINAL: cbelva If there is any glaring weakness in the AI it is its ability to defend. ... High on my list is getting the AI to defend in place better. Ideally, as for offense, there should be different AI doctrines for each side, and for different time periods. For example, US doctrine of "Active Defense" in the '70s was different than "AirLand Battle" in the '80s. Soviet/WP doctrine also had well-established templates for defense. Bundeswehr and BAOR probably had their own doctrines. For some of the other time periods and combatants being considered for the future, in some cases it may not be clear what the doctrines were. My concern is that even though the AI can be made to be quite challenging, it may be too generic and not realistically represent the forces involved. But hopefully the different limited orders cycle will help drive some of the AI behavoirs in the right direction. I'd like to see NATO behave like NATO, and Soviets/WP behave like Soviets/WP. Again, if the AI ideally provides a realistic computer opponent, players might just have to do some homework to study the different doctrines and their strengths/weaknesses. That would be a great simulation and not just a game. [;)] One thing we noticed is that you can simulate different doctrines by the way you set up your scenarios. What I mean, the way you setup the AI forces and the positioning of the VL on the map helps the AI to define how it plays. This AI is not scripted allowing it to have the flexibility you see. That being said, you can push the AI by the way the scenario is designed to act a certain way.
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