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Thread: High Command AI

  1. #1

    High Command AI

    This is probably a pretty grand thing, but I was wondering if there were people actually into this. I enjoy high command, in fact it´s one of my favourite things about this sim. However, apart from the controls not being good enough, another problem is the complete lack of a high command AI outside of warfare. And even the warfare AI can´t (apparently) do anything but send its Units out to piecemeal try and capture points.

    One thing I am hoping for is working HC AI, Units communicating between each other, and maneuvering tactically against each other using their respective countries doctrine. Especially because this is a future setting, involving a highly digitized, synchronised battlefield, concepts like Landwarrior become important. I´d be feeling the game would miss something, if this weren´t realized.

    I compiled an "interesting questions about the game" thread for take on helos, might do the same later for this game after E3, assembling questions from the community as they appear.

    Anyway, your thoughts on this are very welcome. Especially if you´re a dev, hint hint wink wink nudge nudge...

    Cheerio!

    Insta
    Last edited by InstaGoat; May 30 2011 at 10:39.
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  2. #2
    Master Gunnery Sergeant ArmAriffic's Avatar
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    Me want's this too, ArmA's HC would make an epic RTS
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  4. #4
    to add to this i think the unit icons appearing accross the bottom of the screen could be an interactive clickable interface as you would get in an RTS game.
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  5. #5
    Master Gunnery Sergeant InstaGoat's Avatar
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    Quote Originally Posted by Ebolavirus View Post
    to add to this i think the unit icons appearing accross the bottom of the screen could be an interactive clickable interface as you would get in an RTS game.
    This. Proper HC AI would also make coop more interesting, because it would allow the AI to operate in a coordinated fashion: right now, all enemy units operate independently without any cooperation at all. Which makes it (usually, unless you´re heavily outnumbered or the enemy is very concentrated) relatively easy to defeat them when the player has access to HC.

  6. #6
    This would be great. I wouldn't want to be the HC but I do want to follow his orders blindly, then laugh at him when he sends the army on a suicide mission.

  7. #7
    Very, very good point and one I had forgotten all about.

    I would also LOVE to see this in play. First thing I tried with high command was try to get an A.I. to command and it fell flat much to my dissapointment.

    To set up 2 sides run by A.I. commanders and simply be part of the force on one side would make for some awesome battlefield scenarios that would not play out the same way twice.

    Yes one could use warfare but then your stuck with all the presets of it and have to go through all the buying units, weapons and vehichles garbage. What this would give is 2 pre set forces made up of units, factions, vehichles and weapons set by the mission creator. Combine that with mission objectives for the player to follow and that is the experience I would like to see outside of the single player campaign. There is only so much the ambient combat manager can do.

  8. #8
    Chief Warrant Officer mrcash2009's Avatar
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    Well High Command is quite a large area in itself so heres a post I made in the wishlist section which was based on HC:

    Full implementation of High command with much fuller control (just like COC/CEX for arma1)

    Implemention of high command should not be just module based, it should be hardcoded into the control system for any mission. Anyone who has used CENTS HCS Addon in which you can select whoever and whatever from unit(s) from you team and up them to a Hi command slot instantly and back again as you require.

    So in effect Hi command becomes a fixed addition to control system.

    Also in addition to this High command should also feature ability to view selected team with a camera view (RTS style) if you have set this option. High command is so powerful if its integrated better, so to fully flesh it out with more hold/stack up/get in vehicle fluent GUI and integrated into the system without Modular "on" switch would be superb.

    Also taking into account save game issues where groups assigned would lose the HC control, joining a game, recruited units etc all being able to "pick where dead leader left off or if I switch, join a group, AI gets recruited and I switch to it" fluently with the HC system.

    Also niggles such as being able to place a way point and succession of way points down and set them as you wish while units are waiting, and then allow them to proceed as you want. Unlike now where as you place the first the team hurtle to that way point before you have had time to set modes. Or a right click to place will show setting menu before you click to place/proceed etc.

    (I would prefer this to happen in Arma2/OA but if nothing else deff in Arma3)

    I agree here that to have it fully loaded so you can realy go to town on RTS with camera views, fuller controls would be powerful stuff & again as the OFP mentioned the AI part to this too (although im sure your setting your waypoints correctly with modes / speed / formation etc right?)
    Last edited by mrcash2009; Jun 1 2011 at 23:32.

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  9. #9
    Or, they could implement a new group system, that's tiered specifically to who's grouped to who. If you take one unit and group it to another, the second is your team leader. Now, if you group that TL and another to one more, the TLs still have command over their units, but they in turn are told where to go by the new Squad Leader. This just tiers over time, with the old unit portraits in the bottom right being replaced with the respective icons for the unit type and size.

    Now, waypoints would have to be revamped, and a few extra commands added so that we could have a streamlined HC interface mixed with our standard commands.

    If I could photoshop, I would make a menu example, but I can't.

  10. #10
    Chief Warrant Officer mrcash2009's Avatar
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    BIS might have to take a leaf out of this addon makers book regards RTS:



    This implemented for High command through A3 = BIS ...get on it.

    (Slightly off topic, but you get the idea)
    Last edited by mrcash2009; Jun 2 2011 at 15:43.

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