Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » JA2 AI main faults
Re: JA2 AI main faults[message #101161] Tue, 13 April 2004 23:39 Go to previous messageGo to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
The big classics have been mentioned (lemming mentality, purposeless (and often counterproductive) actions), for both the enemy and the militia.
There is still something I'd like to see improved: Replace the AI's cheating by some more serious tactics. Specifically:

1.- Right now, if you spot an enemy, the enemy spots you (almost every time). It's very obvious in UC when using the monocular: The enemy shouldn't be aware you're seeing him, since you're still out of "visual range", but some supernatural power makes him turn/take cover. There is no such thing like observing an unsuspecting enemy.

2.- The ever-irritating "single-handed sniper gun": Enemies will shoot (and hit) with their pistols at ranges where your rifles are failing. Make the AI respect weapon ranges and specificities; Right now a pistol is nearly as dangerous as an assault rifle in the AI's hands (low AP makes up for burst fire). Enemies armed with pistols should adopt defensive stances (=try to ambush you). You won't go assaulting troops with your saturday night special...

3.- Make them suffer more from blast or bullets. Right now they don't seem to "feel" anything untill they're down to "critical". And having a mortar shell/grenade explode near them just makes them fall down; The next turn they're standing again, alive and kicking. They should suffer some shock, otherwise it defeats the very purpose of explosive strikes. (BTW, make grenades and mortar shells deadlier, too)

Snap,
I don't agree with your justification for their lemming-like behaviour. How do we increase difficulty and player stress without having to build an elaborate AI (a very difficult task, I agree)? By having countless waves of mindless zombies crashing against his meagre defenses... Very Happy

No, IMHO it would be much more rewarding to face an enemy who requires a little more than better interrupts and a big rate of fire. Someone who would keep you on alert because you never know what he will do next.
Right now the battle is just: Mop up the initial enemy rush, then spend an hour searching everywhere to find the last 2-3 enemies who're hiding. Every time. The only thing which changes is the scenery and the enemies' equipment. Sad
What about an enemy who faints to retreat, so he can lure you into a trap? What about an enemy who entrenches himself and just keeps waiting? What about enemies only trying to defend a specific building/person, or to delay you so some important person can flee the battlefield? What about enemies fleeing, only to regroup later (or not)?

Report message to a moderator

Master Sergeant
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Effective strength; wrong code??
Next Topic: multiple mods
Goto Forum:
  


Current Time: Fri Jan 10 20:28:45 GMT+2 2025

Total time taken to generate the page: 0.01164 seconds