buddhiraja

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About buddhiraja

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  1. Thanks zoombapup. Nice to know that.
  2. Will the bots go prone if there is no cover nearby ?
  3. It looks like the AI is shaping up well. Bots which can recognize their enemy, take cover, shoot back and are decent at path finding....would be exciting to have for a start. Bots taking proper cover and having the ability to move from cover to cover, with human-like reaction times and detection abilities ...... are the basic features required for a tactical AI...all the other features can follow later.
  4. Thanks for the update and progress made till now. AI taking proper cover is the most important and exciting part for me.
  5. Even if maps of limited sizes are being made due to engine limitations, it would be nice if they give the impression or create an illusion of a larger map. 360 degree approach to the important destinations/ action areas and the ability to relocate to multiple separate areas when chased by enemies or for another part of the mission, may create this effect. The main action area and its approach should not feel like the entire map.
  6. The mission editor in Ghost Recon was one of easiest to use modding tools I have seen... very user friendly. I think it was called Igor. Most important things, especially regarding AI, vehicles etc. could be done using GUI. Even existing missions could be easily modified. Upon choosing a map, AI could be added very simply. We could choose the number of soldiers in a squad, from 1 to most probably 8. Say 4 riflemen, 2 machinegunners, 1 sniper and 1 demolishion guy. Choose them from a list in a side panel and simply place them on the map by clicking on a desired spot. We could give them patrol paths if we wanted, by drawing waypoints. If we wanted defensive AI then they could be limited to a certain area by drawing a circle on the map. If we wanted them protecting an army camp then just draw the circle around the camp. If we wanted a machine gunner behind a sandbag, who will not move fromhis spot, then just choose a machine gunner, place him behind the sandbag and draw a very small circle just behind the sandbag. Those AI squads who were not limited to an area could fight well as a squad where-ever we put them. They would hunt our team down to any part of the map if they became aware of out presence. Every newly placed squad would use the terrain dynamically, move using concealed areas and fight well. Any existing mission could be modified as easily and by the same method too. Remove a tank by choosing it on the map an deleting it. Add a truck and give it a patrol path. Place a 6 man squad in it. etc. A lot of hard work by the developers must have gone into it to make it that easy to use by layperson gamers. This resulted in lots and lots of great mods.
  7. zoombapup...what you are saying is clearly demonstrated by the fact that, apart from GRAW 2, no other game in the history of pc games has had AI using cover in a believable and really effective manner in a dynamic environment. It is also demonstrated by the fact that it took Bohemia 12 years to make their first believable AI in the Arma / OFP series.
  8. The enemy acting as an unified entity, with communication between squads and camps, should happen in every mission, irrespective of individual mission design. This would not only be realistic but would give rise to truly dynamic and enjoyable gameplay with replayability and varying experiences, depending on the route or area of conflict I choose, the time I take after alerting the enemy and the attack method and strategy I employ. If I can relocate after alerting the enemy but killing off the immediate patrol then we would have the enemy on high alert in camps and maybe searching for me if squads are available and equipped to do so. Can be a lot of fun, replayability and variation as far as gameplay is concerned. Ghost Recon Island Thunder had incorporated other enemy squads hunting for us if we had alerted a far-away squad and had a firefight. This was way back in 2002. We often had new squads flanking us if we took too long to clear a given area.
  9. I think the detailed reply that zoombapup gave addresses your concerns to a large extent. The things you are suggesting would require high quality individual AI bots who can analyze the terrain, take cover and/or hit the deck, take good shooting positions and fire back in a realistic manner. . It would also require AI s acting as squads . These issues are being worked upon very well. It would then require communications between various enemy squads in the vicinity / of the same camp. I don't think that would be very difficult to implement. I had requested this feature earlier in this very thread. It would also require QRFs, patrolling squads and defensive squads in the camp.... with their specific and different types of duties outlined and a lot of co-ordination among them. From what zoombapup has said...it seems quite doable after some time although it would require a lot of expertise. I would like this feature a lot too. This kind of enemy behaviour is seen a lot in ARMA 3 and it actually increases the gameplay fun...not the other way round. There is a depot raid mission. I have tried it in various ways. First,I went in steathily, attacked the depot without taking on any patrolling squads, took out an APC carrying QRFs and took over the depot having soldiers in defensive positions after a medium intensity firefight. Then, I got out fast..... Then I tried the mission in a different manner. I attacked a patrol. Took out a couple of guys but another couple ran and hid within bushes etc. As I searched for them an APC came and started blasting my team, a couple of my team mates died and I hid behind rocks with the rest of my team. A group of highly trained and lethal soldiers came out of the APC and started to encircle my team and fire heavily. Then, another APC came and my team was not able to survive. This thing happens all the time in ARMA 3. You alert the enemy and take time. New squads come and flank you, armoured vehicles etc. come, even helicopters drop off new squads occasionally. This happens with more intensity if your squad is near an enemy base. Outnumbered forces often break contact and call reinforcements if available. There are defensive squads in bases etc. too, who man their defensive positions and act accordingly. I think what you are asking for will happen in the final release version of Ground Branch too .... because the game is being made by a team with a lot of ability, passion, experience and fan-feedback.
  10. This is a good post. I would like the enemy AI to behave in this manner only... appropriate to the situation and in a realistic manner. Just want to clarify that I was not talking about general enemy AI behaviour but the total gamut of abilities that I would like the AI and AI squads to have so that they can be used in appropriate situations. But, I don't think realistic numbers for both enemies and friendlies, appropriate to different types of missions or situations, would be possible just yet due to hardware limitations of many players. Another issue would be making AI available for modding. How would relatively amateur modders use AI and AI squads in their missions if a lot of situation specific scripting has to be done by them ? Can the answer be creating different classes of AI and AI squads who will act accordingly ? ....like defensive watch-towerman, defensive rifleman, defensive machine gunner, offensive rifleman,offensive machinegunner, offensive squadleader, patrolling rifleman etc. etc. as also defensive squads, offensive squads, patrolling squads etc..... zoombapup will know best.
  11. Context sensitive quick order menu is a great idea. Can be very useful and simple to use. For quick orders, a drop down list maybe ok but whatever the style, it be be great if the menu font size is large and maybe, in bold, , so that individual options can be quickly read and chosen in the heat of battle Interesting enemies, who are not predictable, with a broad range of abilities, can be the best thing to happen to GB.
  12. Squad commands / orders for enemies, in the context of this game, are not necessarily issued by officers running around. Most of them would be codes regarding how squad members should act under various situations and what they should do when X happens or Y happens. Otherwise, how would an AI operate ? Officers would make some strategic decisions regarding whether to withdraw or hold position etc. The defensive squads may not flank but what about attacking squads ? Why are you assuming that only defensive squads are being discussed while planning the overall AI and their range of abilities for this game ? Attacking enemy squads , carrying on a planned attack after acquiring information about our numbers, also have to be planned and coded. Another issue is... games till date have mostly used lesser number of enemies and friendlies than are involved in a real life military operation...most probably because of hardware limitations of many many players. Phil can correct me if I am wrong here, but I have seen that whenever a larger scale firefight takes place with lots of friendlies, enemies and maybe vehicles, the frame rates per second drop drastically. Most tactical shooters have used single enemies flanking our squad. When I mentioned 2...i should have mentioned atleast 2 if not much more. Not sure whether realistic number of enemies are do-able in Ground Branch without significant drop in performance. Tell me, do you have only 4 men going deep into enemy territory to fight 40 or 50 potential enemies ? Even that is not real but done by tac shooters again and again. I guess hardware limitations are going to play spoilsport to realism atleast in the near future.
  13. Some additional things I would like enemy squads to be ordered to do... Communicate my team's last seen location to other squads in the vicinity as well as to other squad members. Share ammo from team mates if they don't have any. Team leader orders the use of grenades, smoke etc. Ordering squad mates to flank or wide flank right or left etc. This may or may not be coordinated with suppression fire to create surprise. This maybe stealthy or aggressive. Ordering and sending a couple of team mates to search an area for threat. While splitting up the squad for searching , flanking etc.... always trying to send atleast 2 members to an area if possible. Team leader ordering mates to attack... hold position and not move up ..., hide and take potshots... or to withdraw. Team leader orders to lay down heavy fire or intermittent fire depending on the situation and topography. Ordering them to "Hit the deck" or to crouch. So true. Another squad command, which is perhaps outside the scope of the game as of now, is ...ordering team-mates to drag a wounded mate to cover and then treat him.
  14. Oh.. sorry , I thought it was friendly squads. I guess some of the above points could apply to enemy squads as well.
  15. zoombapup...you have covered most commands required. Additional ones required according to me and my clarifications regarding some already mentioned are... MOVE fast inspite of any threat.....to the exact spot that I point to ( This is a separate command apart from the normal move command ). This is usually required for fast movement. The friendly AI often perceives threat and slows down or detours, although there is no actual risk if they move fast because I am covering the potential threat area....and this often gets them killed. Speed of movement while following me or when they are moving separately as per waypoint etc. -- fast, carefully etc. The default speed could be careful movement. STOP/ FOLLOW ME STANCE/ POSTURE - Go Prone, Stand up, Crouch, GIVE ME weapons , ammo, kit or equipment ...chosen from a drop down list maybe. ( Weapon maybe required by me if I want to use a rocket laucher against a tank etc. which might be difficult for the AI to handle ) Take weapons/ ammo etc. from ...X As many QUICK COMMANDS as possible...BY POINT AND CLICK, choosing from a list which comes up on clicking ( middle mouse button maybe ). This is very important when a firefight is going on or there is threat nearby and very little time to act. The most important quick commands according to me are ... MOVE, SUPPRESS, OVERWATCH, FIRE/ HOLD FIRE, STOP/ FOLLOW, GO PRONE/ CROUCH, GIVE WEAPONS/ AMMO The friendlies must follow the orders meticulously and exactly. Not doing so and getting killed has been a problem with almost all tactical shooters. Formation - Like column or line etc. There would be a default formation though. Creating sub-groups for splitting up teams and then giving them separate commands after choosing them separately. In case of the Suppress command -- Supress a location even if they cannot see any enemies. Choosing rate of fire for my team-mates-- single shot to conserve ammo, full auto when more fire power is required, bursts in other cases. Default one maybe single shots for assault rifles and sub-machine guns and full auto for machine guns. Use grenade/ smoke grenade etc. I will add if anything more comes to mind.