NikiAlex
Posts: 35
Joined: 5/15/2014 From: Bulgaria Status: offline
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Quite interesting replays out there! quote:
I'd like someone to make a new WWI air warfare game like "Eagles" aaatoysandmore, what you like most about this WWI air war settings? It’s essentially the beginning of effective use of military aviation. wodin, altipueri Not surprising many of us will enjoy to loosing occasionally, but game been too hard to beat is certainly not fun :) quote:
The problem with AI is that it can never formulate a comprehensive plan that includes all that you mention, coordinating land, sea and air assets. Also, AI has trouble with reacting or adapting to changing situations, identifying new priorities, etc.. It just sticks to the script in most cases. I will say that you may want to take a look at Flashpoint Campaigns, that AI always seems to know what I am doing! I can never get more than a minor victory at best and others end in a draw or a minor loss. Best AI I have played against. You are damn right! In the end it’s not true AI, but of bunch of scripts regardless not many patters and behaviors it covers it’s not going to adapt and plan in a more advanced way. Having an AI which knows everything about the player is something we will avoid. In most of the cases it’s just too obvious and considered by many to degrade player experience. For example we will not allow AI to calculate the precise strength of your units. AI behaviors based decisions will be calculated with imprecise stats/ration data quote:
Sid Mier's games used to or still do give the player the option of selecting the AI's commander, plus a number of other AI attributes the AI could perform. My point here is: Many of the games marketed today only have selections such as 1) hard 2) average (normal) and 3) easy. What these selections lacked was the ability to shore up the AI on it's weaker points, like some would say: "Oh, the AI's naval ability sucked!". My feeling is: might there be an in game selection to have the AI favor a stronger role in the naval aspect of the game, plus other selections to improve the AI's ability in certain ways, instead of complaining to the dev's to make a change in the patch about AI deficiencies . I guess you are referring to variety of patterns for the AI behavior and the ability this to be controlled by the player. Unpredictable patterns for AI could bring a lot of variety into the game. For example on the start of the war campaign AI could with a focus on air power, later to switch to infantry and armor patterns. This will bring more surprises to the player who needs to adapt his approach to AIs general strategy. Whether player should be able to set AI to specific behavior is an open topic. There could be even more interesting discussion about difficulty settings. IMHO they should influence more on resources available to AI thus increasing the challenge and to lesser degree trigger some drastic changes in the behavior.
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