Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » JA2 AI main faults
Re: JA2 AI main faults[message #101163] Wed, 14 April 2004 05:26 Go to previous messageGo to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Sure. The purpose isn't to kill the player every time. (besides I hate being killed)

My idea is rather to make the enemy react in a semi-realistic way, doing things a human army would do in his situation, like trying to survive, get frightened, retreat, get carried away to make an assault because of an (faked?) opportunity, change his mind and dive for cover if the player offers too much resistance, and so on.
I'd love seeing enemies getting more and more cautious as the player conquers more and more terrain, to a point of refusing contact. I'd like to see flanking manoeuvers, enemies regrouping and trying to put up a defense at strategic points, wounded men fleeing combat or even surrendering, and so on. BTW, implement POW management, and if the player is too successful, he will quickly get swamped. He'll have to spend part of his precious mercs to escort the POWs to some camp on the other side of the map (under militia control). Of course you can't just shoot them, that's a crime of war...

The problem with the actual "mindless" AI is there are only two types of behaviour: Selfless, suicidal rush, or staying on one spot, no matter what happens, waiting for the player to come and get him (because he will, he always does)...

BTW, you can make squads work as such by giving the whole squad an unique AI, but different individual tasks. Something like the infantery in Blitzkrieg, if you know this game.

An idea: To make the game more stressful, you can (easily) implement civil suicide bombers; But if you do it, give the player a means to issue orders to civils, and to search them (so he won't shoot every civil who approaches him too much).

Edited - I forgot one point.
Scripting isn't good for replayability. You're amazed the first time, but after that you know exactly what will happens if you step on that precise pixel, so you can prepare yourself, or even try to avoid it. Not to mention that scripting the defense is nearly impossible in JA, since you never know where the player will come from. Implementing a less-amazing-but-adaptative AI would be much more interesting.

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