Hiya guys and gals
My interest in the Game2 AI isn't merely how it behaves, but how it can be interacted with via the comref / scripting / mod engine. If I had my way I would want a system something like this:
OFP has Setskill 0-1
and a bunch of Setbehaviour and SetCombatmode commands.
As we all know.
Could Game2 have:
Setaccuracy 0-1
 >Small arms accuracy 0 = very poor (civilian), 1 = highly trained (SF).
Setvehaccuracy 0-1
 >Mounted weapons accuracy and efficiency of use. 0 = untrained, 1 = specifically trained. Could be differentiated by base weapon class so a unit can be good at using mounted machine guns but poor at using tank guns.
Setmanouver 0-1
 >How well trained the individual is in personal manouver and team manouver if in a group. 0 = act as a bunch of individuals, 1 = dynamic military formations according to task and environment. This setting can also determine how effective an individual is in performing team tasks like healing wounded, carrying and resupplying ammo, etc.
Setdrive 0-1
 >How good the individual is at driving a vehicle and using vehicle team manouvers if in a group. This command could even be differentiated into vehicle classes.
Setawareness 0-1
 >How aware the individual is of their surroundings and how well they communicate this awareness to their team if grouped to other units.
Setskill "preset"
 >Use this command to set a unit to preset levels of all of the above. So Setskill "rifleman" would give something like 0.6 accuracy, 0.2 vehaccuracy, 0.8 manouver, 0.5 drive, 0.75 awareness. This command would be a shortcut for anyone wanting to quickly set up a bunch of units without having to go through the whole commands list.
Setbehaviour and setcombatmode can remain but they cause ai behaviour that is in accordance with the levels set by the prior commands. So a Setbehaviour "stealth" bunch of setmanouver 0 noobs would move very slowly in their attempt to be quiet, would have to look around at each other alot so they don't lose track of each other and would be slow at taking effective advantage of concealment. A group of Setbehaviour "stealth", setmanouver 1 SF commandos will be able to make better time, keep each other covered and will make excellent use of cover and concealment to remain hidden while doing so.
A civilian rally driver would have setdrive 1 and setawareness 0.9. He would be a whizz on the road but will be a poor marksman when he joins the resistance.
What do you all think? In Game2 effective AI won't just be about what the units can do and how they react to the environment, it will also be about how open their behaviours and capabilites are to scripting and modding.
PS: this post isn't about trying to make OFP2: the RPG, it is about giving the community the tools to do really interesting things with the units. Fine management of AI along with the option to circumvent it via a setskill "preset" command is a good step in that direction.