nkenny 1057 Posted July 31, 2012 (edited) Small AI tweaks for great effect 2 This is a continuation of the original thread found here. I've chosen to retain my introductionary statement unaltered. "Arma2s AI often attracts unwarranted criticism. Beneath the cumbersome interface is a rather canny opponent whose major faults lay not as much in the strategic mindset – but in the techniques it attempts to implement those plans. Bear in mind that arma2 can navigate exceptional distances, perform flanking attacks, suppressive fire, fire and movement, and utilize hundreds of weapon systems. Thus with the assumption and appreciation that it is possible to increase the combat effectiveness of the AI with a few simple tweaks. Read on." This was written before the release of the British Armed Forces DLC-- the AI metagame has improved greatly since then. My intent is to avoid blanket statements like "the AI needs better pathfinding" or "User interface must be improved" as these bring little to the table. Instead I wish to dicuss coincise, reasonable and constructive improvements to the AI. With that understanding... Read on. - Ken Issues of today: [1] Stealth isn't stealthy Because units set to the Stealth ROE will sprint from cover to cover. This renders the Stealth ROE quite the opposite of stealthy and a real liability unless stationary in ambush. My suggestion then as now is that units in stealth mode should move at a cautious walking pace, ie, sneaking. This will greatly reduced the audio and visual signature of the unit, and will prove very convinient in urban situations. [2] Danger mode leaves soldiers unecessary exposed It has been my observation that Units in danger mode have a nasty tendency to continiously shift stances from prone to standing. Add the unhealthy urge to continiously shift their position in relation to nearby cover, and the squad leader, they tend to run around like headless chickens. Unsurprisingly, when bullets are flying, the combination of high profile stance and unecessary movement results in poor overall survivability. My suggestion would be simple. Because the pathfinding in arma2 is inherently poor, individual units cannot be trusted to move sensibly under fire. Units in danger mode should go prone, engage hostiles, and seek nearby cover; units in danger mode are not to move, ie, follow the squad leader, unless ordered. Lower profile. Fewer casualties. Units given a movement order will prefer the CROUCHED stance. Units given a movement order that puts known enemies between their current position and their destination will employ bounding overwatch. In the case of a AI squadleader he must make a decision based on known enemies, orders, morale, and squad weapons. Either push forward through the enemy, withdraw to a defensible position, wait to let the situation develop, or continue toward intended destination. For Human squad leaders the more predictable behavior of ones own troops would prove a godsend. [3] There is no way to disengage or break contact Movement under fire can be a real killer in arma2. Units tend to become unresponsive when faced by enemies, this can be fatal in open fields, in the case of ambushes, or just botched assaults. The ability to hit a target, the run away is paramount in modern military engagements. As a human squad leader, AI insubordination, which leads to its death, is particularly frustrating. My suggestion would be that the 'Form up on me' command should be irrefutable. Once given AI units should abandon all current actions/engagements to move back into formation. Alongside the Danger mode tweak suggested above, this creates a very simple way to leapfrog from position to position. Tweaks of convenience and consistence: [1] Units ordered to hold fire whose allies are spotted should open fire. Sympathetic fire like this will feel more realistic simplify command & control. [2] Units ordered to provide suppressive fire SHOULD ALWAYS FIRE their weapon. [3] Units aboard a vehicle where the human commander EJECTs should eject with him. [4] If Units cannot be taught/configured to hit with grenade launchers in the vanilla game, they should stop using them. Edited July 31, 2012 by NkEnNy Share this post Link to post Share on other sites
BasileyOne 10 Posted July 31, 2012 check flexiAi/ASR/SLX and similar AI's packs/mods Share this post Link to post Share on other sites
Guess Who 10 Posted July 31, 2012 Issues of today: [1] Stealth isn't stealthy Because units set to the Stealth ROE will sprint from cover to cover. This renders the Stealth ROE quite the opposite of stealthy and a real liability unless stationary in ambush. My suggestion then as now is that units in stealth mode should move at a cautious walking pace, ie, sneaking. This will greatly reduced the audio and visual signature of the unit, and will prove very convinient in urban situations. Only if your are doing it wrong. Use a formation that doesn't bound like delta. [3] There is no way to disengage or break contact Movement under fire can be a real killer in arma2. Units tend to become unresponsive when faced by enemies, this can be fatal in open fields, in the case of ambushes, or just botched assaults. The ability to hit a target, the run away is paramount in modern military engagements. As a human squad leader, AI insubordination, which leads to its death, is particularly frustrating. My suggestion would be that the 'Form up on me' command should be irrefutable. Once given AI units should abandon all current actions/engagements to move back into formation. Alongside the Danger mode tweak suggested above, this creates a very simple way to leapfrog from position to position. Same as [1]. I won't say there is no room left to improve AI behavior, but it has come a long way. And there was massive change over time like the bounding overwatch mechanics and their relation to formations you have to adapt to. For anything left ASR AI will improve things a great deal. Share this post Link to post Share on other sites
solusseraph 10 Posted August 4, 2012 Only if your are doing it wrong. Use a formation that doesn't bound like delta. Same as [1]. Wait, specific formations disable bound and overwatch? And for [3]? Different formations will change how the AI after contact has been made? I appreciate how the AI takes cover and moves as a unit, but when the AI is adamant about moving slowly and in cover when you, the squad leader, are trying to get them out of danger; it gets a bit frustrating. Perhaps I'm still used to OFP's danger mode where AI would walk cautiously and go prone but sprint to keep up with you. In terms of leading an AI team, a "form up on me" or "combat movement" mode would be great to force AI to keep formation while keeping combat awareness. From what I understand, giving move orders to AI in danger mode will override the AI's desire to move slowly/hunker down in cover, but it's a bit cumbersome having to micromanage AI movement. Share this post Link to post Share on other sites
.kju 3245 Posted August 9, 2012 My advice would be to make CIT tickets for each your suggestions. It will allow others to upvote them and overall have a better chance of realization. Share this post Link to post Share on other sites
deltafiveone 11 Posted August 9, 2012 http://oi50.tinypic.com/2rx75lk.jpgSmall AI tweaks for great effect 2 My intent is to avoid blanket statements like "the AI needs better pathfinding" or "User interface must be improved" as these bring little to the table. Instead I wish to dicuss coincise, reasonable and constructive improvements to the AI. With that understanding... Read on. - Ken Issues of today: [1] Stealth isn't stealthy Because units set to the Stealth ROE will sprint from cover to cover. This renders the Stealth ROE quite the opposite of stealthy and a real liability unless stationary in ambush. My suggestion then as now is that units in stealth mode should move at a cautious walking pace, ie, sneaking. This will greatly reduced the audio and visual signature of the unit, and will prove very convinient in urban situations. [2] Danger mode leaves soldiers unecessary exposed It has been my observation that Units in danger mode have a nasty tendency to continiously shift stances from prone to standing. Add the unhealthy urge to continiously shift their position in relation to nearby cover, and the squad leader, they tend to run around like headless chickens. Unsurprisingly, when bullets are flying, the combination of high profile stance and unecessary movement results in poor overall survivability. My suggestion would be simple. Because the pathfinding in arma2 is inherently poor, individual units cannot be trusted to move sensibly under fire. Units in danger mode should go prone, engage hostiles, and seek nearby cover; units in danger mode are not to move, ie, follow the squad leader, unless ordered. Lower profile. Fewer casualties. Units given a movement order will prefer the CROUCHED stance. Units given a movement order that puts known enemies between their current position and their destination will employ bounding overwatch. In the case of a AI squadleader he must make a decision based on known enemies, orders, morale, and squad weapons. Either push forward through the enemy, withdraw to a defensible position, wait to let the situation develop, or continue toward intended destination. For Human squad leaders the more predictable behavior of ones own troops would prove a godsend. [3] There is no way to disengage or break contact Movement under fire can be a real killer in arma2. Units tend to become unresponsive when faced by enemies, this can be fatal in open fields, in the case of ambushes, or just botched assaults. The ability to hit a target, the run away is paramount in modern military engagements. As a human squad leader, AI insubordination, which leads to its death, is particularly frustrating. My suggestion would be that the 'Form up on me' command should be irrefutable. Once given AI units should abandon all current actions/engagements to move back into formation. Alongside the Danger mode tweak suggested above, this creates a very simple way to leapfrog from position to position. Tweaks of convenience and consistence: [1] Units ordered to hold fire whose allies are spotted should open fire. Sympathetic fire like this will feel more realistic simplify command & control. [2] Units ordered to provide suppressive fire SHOULD ALWAYS FIRE their weapon. [3] Units aboard a vehicle where the human commander EJECTs should eject with him. [4] If Units cannot be taught/configured to hit with grenade launchers in the vanilla game, they should stop using them. Good thread, agree completely. Make these CITs and I will vote for them for sure... Share this post Link to post Share on other sites