Mike Scholl
Posts: 9349
Joined: 1/1/2003 From: Kansas City, MO Status: offline
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As no one else seems to have noticed it, I'd like to take a note here to applaude 2x3 for a breakthrough in war gaming. As all of us probably know, designing a decent AI for a strategy game is extremely difficult. And for a War Game, almost unachievable. Sid Meier found an answer, and still get lauded for it. Puting a decent, but not exceptional AI in the hands of multiple game opponants meant that while the player struggled with one or two of his enemies, the rest were off somewhere building up and getting ahead of you. Simple, clever, and got Sid "game-designerof the decade" kudos from all sides. Now 2x3 may have hit on something almost as elegant with the UNCOMMON VALOR engine. As it seems almost impossible to make an AI "smart", make BOTH sides use it in the most critical tactical area of the game. "Level the field" in the air/sea battle. It's simple, and it's brilliant. Well done, guys! You ALMOST pulled it off. The problem is that the more "bonehead" logic choices made by the AI are now visable to the player. And the "targeting loop" of the naval attack chioce makes some glaringly BAD ones. Now we all know there were plenty of "wrong targets" hit during the Second World War. (Thank God you didn't include the very real possibility of attacking your own side) But your AI makes some really silly and ahistorical ones. It seems to have two major biases when choosing a target. 1) Is there a carrier present? And 2), has anything been sent to attack it yet? The second is a real problem, as it has the AI scattering "penny- packet" attacks all over Hell and gone instead of concentraiting on real threats. A target that can only be reached by a B-17 at extended range is NOT a current threat---it can be put off until tomorrow. Closer enemy TF's that can be hit with multiple and coordinated strikes are much more valuable because they are A) CLOSER, and therefor more of a threat to do something to YOU! And B) they are CLOSER, which means you have a much better opportunity to gang-up and DO SOMETHING to them. Players don't object to hitting the WRONG target---they get furious when they watch their assets hitting STUPID targets. And actually the computer playing the other side would no doubt be just as frustraited if it were able. Please guys--- clean up and re-define the logic loop for naval targeting. You've almost got it..., don't fumble on the 5-yard line. And do it now.., PLEASE! Asking us to plunk down another $50 or so for WitP just to see if you've corrected it yet just isn't right. I for one, want to know that I will be getting a working game before I spend any more. Fix UV, and it will be a lot easier selling WitP to everyone. I know I and 4 friends have been waiting for it for years.
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