bcgames
Posts: 2527
Joined: 6/2/2010 From: Bramble Rose Farm, KS Status: offline
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quote:
ORIGINAL: benpark An optional method of play proposal- Having the AI control the "big picture" force of (for example) an entire army/corps, where the player controls a division would be interesting to me, at least. Particularly given the WeGo system. -The AI would issue the division a particular objective at the start of the scenario (maybe random, from 3-4 set choices for friendly AI programming), with boundaries for operations area. These could be breached within reason, but with some command issues. -The friendly AI front lines would force the player to watch their flanks in a way that we don't need to when we play the entire force ourselves. Maybe even task each friendly AI division with a "personality"- reckless, conservative, etc. -Possible add "support requests" for things like recon by air, air support, etc. that may be turned down or approved. -Add a basic system for messages and basic choices. This would allow for some interaction with nearby AI friendly forces. An example would be a request by the AI to shift the division boundary by 5 hexes into the players area. This would then shift the boundary 5 to the south, etc. The player could then "approve" or "not approve" the change, based upon what's happening on the ground. Adds a little role-playing, but should be kept basic and to a minimum. The player could maybe be given 1-2 of these requests as well to the higher AI command. An interesting proposal using the AI scripting engine to do a bit more to expand the gaming experience. Current set-up area definitions could be used to define "boundaries" that separate Player Forces from adjacent, AI-scripted friendly forces. You can't move or fire artillery into another organization's area of operations of course--a boundary is a boundary. Adjacent forces can be scripted to react based on the success or failure of the Player Force. Likes it. Just continuing the thought...in the end, The Coder Rules.
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