It’s a constant debate on the forums that is without end, and for good reason.
*this thread is not a “I prefer smart, I prefer dumb”. This is a compromise between the two.
Personally, I really like the idea of customizing my squad and commanding them in battle (even if they are nothing more than glorified respawns). While bots are central to the game, it is annoying when they are too good, and equally as annoying when they are too bad.
I am a big believer in that games should be mostly based on the players choices/performance and control. Not the AI doing their job completely for them.
The Enlisted system reminds me a lot of another system in a game I greatly enjoy, and I thought perhaps, I could see it working well as a compromise between bots being too good or too bad.
So, the Idea is:
Why can’t we have both at the same time??? AI can be so good when commanded well, and so bad when commanded poorly.
TLDR, AI will priorities Exactly as you command, even if it’s a bad command. they will be most effective from the front, ineffective and vulnerable to the flanks and rear. They do not possess the ability to ignore your order. If you tell them to face a direction, they face it. If you tell them to move, they will move instead of attacking. This requires the player to make a choice.
- be a one-man army, and forget about the AI
- constantly micro the AI squad for best potential
- or both if the player can multitask. (Skill ceiling)
Basis
I play Conquerors blade, and yes, although it’s not really the same genre and more about medieval warfare, the same principle of fighting/commanding alongside an AI squad is also present. Now the squad commands are not much different than Enlisted and quite simple: choose formation, Hold, Follow, fire at will, attack HOWEVER the implications of these commands makes ALL the difference between a god like AI squad and a fodder squad. (People who have played it will know what I am talking about it, I will attempt to explain and compare)
The Difference being that the AI’S effective comes down to exactly how you commanded them. (are they facing the right way, is their formation the right one for the situation, are they Focus firing the right area.
Bot Mechanics (I have modified it in an attempt to adapt to a WW2, predominantly ranged setting)
*NOTE all variables are changeable, arcs, distances etc. All variables used are just examples.
Bots are given effective arc by weapon. While Holding position, they will be moderately effective within there arcs. Only when they are Given a Killzone order (see next) will they be truly effective.
I will just use the basic 3. There would still need to be Sniper and Battle Rifle/Automatic rifle
Rifles
Machine Guns
SMGS
NEW Command (Killzone): Based on arrow rain from Conquerors Blade
This is a more “all in” way of telling your Bots where to engage (it will be the source of their Greatest strength, and Greatest weakness at the same time)
Replace bots reacting to spotting, with a new command, “Killzone”. This allows you to choose a Spherical zone for all your troops, to focus on and engage. (Basically, a second spotting but will be separate so you can Spot without changing your AI’s focus). You will only be allowed to put down one Killzone order, pressing it again, cancels the Killzone order then allowing you to place another.
The point you drop this mark AI will engage anything in a radius of this point (sphere) with increased lethality (not auto kill, but they will be much more accurate, proactive, and continuously fire at full speed). The trade-off is they will be completely focused on firing on this point, and they won’t pay attention to ANYTHING else outside this radius. (You could walk up to them and stab them if the Player doesn’t rescind the order. There would also need to be a warmup period of about 2-3(or a global cooldown) seconds before their accuracy bonuses come fully online after a Killzone order is given.
*note - bot engage arcs become irelevant while killzone is active
I also imagine Killzone Size and benefits will be different from Squad to Squad. For example
Snipers Kill zone will be very small and precise, but the sniper will be deadly up to 80 meters. (Imaging a Company of hero’s sniper, you walk into his zone, And if you don’t break Line of sight in roughly 3 seconds he will dome you. Can be used to Overwatch/kill off Heavy MG positions/counter snipe ETC)
SMG Killzone will be rather large, But as their effective range is only 25m, It will be much more useful urban areas and house fighting. If you put the Killzone at their feet for example, they would be the best at 360 close range fighting.
*NOTE: this command can be used at any range, But the bonuses will drop off severely past a weapons effective range. The bots will still fire, but it will be nothing more than ambience, they won’t hit anything except by pure chance (if for example you give SMG Killzone order 100 meters away. They won’t hit anything, but at 25 meters they will be extremely lethal)
Commands (Parallels)
Hold (x) – basic hold command, pressing it once, Bots will hold this position facing the same direction you are when you gave the command (they will remain Locked facing this direction and will not change unless told to do so, they will only respond to entities in the engage zone, or instant react zone). Pressing and holding will allow you to rotate the direction they face once released.
(This right here is what defines an effective AI, over an oblivious AI. Direction)
Follow (hold x cancels all commands) – Bots will follow you and not be much more effective than they are now, their arcs still apply.
Stances
Aggressive – will not seek cover, will stand exactly where you tell them in their chosen formation, and engage anything in their engage zone. Their effective range will determine how well they do.,
Passive – will seek cover in area you tell them to hold, and react fire to anything they hear in their engage zone)
Formations
Will basically be the same, but the benefit mainly comes when holding position. Close, Standard and Wide. These will affect your area of fire and concentration of fire (overlap) received and given.
Close (high concentration and fire overlap over small area)
Standard (Balance concentration over medium area)
Wide (Low Concentration over Large area)
Follow me (cancel all order) – units will follow you and be vulnerable while moving. Really ineffective (exception maybe SMG soldiers)
Battlefield Dynamics
This makes BOTs much more deliberate in their execution and less random, Different benefits to Bot weapon loadouts. It also opens possibilities for new weapon-based perks, Killzone based perks and squad upgrades.
There you have it, is it perfect? No, far from it. But it will provide instances where Bots will become effective in directed situations, and complete fodder when flanked or when not commanded to react appropriately. No 360 no scoping, no longer standing there watching a player right Infront of them mow them all down, but also hugely exploitable from their Dead zones, and while they are focused on a Killzone order.
Hopefully I made sense while trying to translate the system into Enlisted.
Additional Alterations/Additions from comments
*Please note that I have tried to take the essence of your suggestion, But apply them to the Theme I have suggested, where Autonomy mostly gives way to player command. Please comment if its not enough.
Bots general Behavior
(always active “regardless” of stance/orders/Killzone) as suggested by @Serpiko82 @GeneralBrus
- Bots will still automatically defend themselves withing a few meters (melee)
- Bots will still throwback grenades, move a meter or 2 and lay down
- Bots will Lay down when bombs are near.
- Bots will not react to artillery; it is players responsibility to move.
Additional Formation – Cover Commander (again take from conquerors blade)
This is to try and accommodate players that don’t want to micro (@Serpiko82 )
This formation will be the “No micro” formation for players who just want bots to react themselves. The drawback being potential effectiveness will be on the low side. But the Bots will keep pace with the player and not fall behind.
SMG Squad might have a buffed Version
While in Cover Commander they will “reactively” engage 360
While in Cover Commander Bots will still only “actively” engage in their weapon arc, but will actively be scanning/sweeping 180 (not static)
When given the Hold command while in cover formation, Bots will see cover in a general circle formation looking in all directions.
Binoculars (As suggested by @61839981 )
When Killzone command is placed via Binoculars it can have an alternative effect depending on squad type.
- Mortar squad, using Binoculars to place Killzone will command AI to fire a single round (single press) or a barrage (press and hold)
- Sniper squad, using Binoculars to place Killzone will allow a tiny primary and secondary Killzone to be placed (a Window or door)
- (H)MG Squad can order bots to mount mgs, which react only with Killzone command.
- Tank Squad, coaxial Mg gunners will react to Killzone orders, can be overwritten by commander control.
- Engineer Squad, AA guns, can order AI to mount AA. Will become twin linked with player-controlled AA and track and fire under player control (will not be perfectly accurate, will create some spread/coverage)
Bot Ammo usage @SexyTent
- Bots will not consume ammo from the pool
- bots will reload magazine if below %50 when not having fired after 3 seconds
- When player swaps to bot, there will be no cycling bolt (weapon will be ready regardless of AI), and weapon will have at least 30% mag capacity (regardless of what the bot was managing)
Please comment if I didn’t capture your suggestion.