This post is deticated to the brave AI fighter of WWII
Greetings,
Today i would like to talk about the most important aspect of the game.
Enlisted is presented as a MMO squad based shooter. We may argue that the « MMO » word is not the best fit for the game is just a multiplayer shooter. But we can all agree the squad is in the center of the gameplay. This very mechanic is rare in video game industry as you can only find few exemple around the world. It makes the battles uniques and give the immersive feeling that you are part of a big army, and not a lone wolf, fighting a messy war where every troop recieve different orders.
But after the fight minutes of rushing Omaha beach with thousand of other US soldier the truth hit you like a fly hit a window. The immersion is broken and bug and AI seems to show the first sign of weakness.
You soon realise that the only reliable member of your squad is you. The bots have an arguably « ok » path finding and present some sign of early stroke.
After few games the verdict falls and you apprehend you squad more like a gimick than a realable game design. They soon become expendable token without purpose but to be a currency you spend in exchange of fast spawn.
Then you remember all the games of this century and try to compare the AI.
Assassin Creed, the Elder Scroll, Cyber Punk, Ghost of Tsuchima, Fallout4, Total War. Games that pretended to have a revolutionnary AI that mimick the reaction of real humain but where just a facade to behaviour limited to 3 codes of lines. Let’s not make list bigger.
Enlisted got so much potential yet and could be an exemple on how to treat the AI in all the video games industry. As 2007 game Crysis was remarquable for its amazing graphics, , WoW for is revolutionnary MMORPG gameplay, and Enlisted could be remarquable for its amazing AI.
So, what do I suggest to improve the AI?
4 topics that need to be answered :
1. SURROUNDING AWARENESS
2. AI BEHAVIOUR
3. SQUAD ORDERS
4. BUGS
Player are aware of their surrouding. They know where are protections, where is no mansland, where could come danger, what is the safest way to go.
AI don’t percieve precisely their environment. And they don’t know the difference between standing in a trench or standing on an open field. They should be aware of different usefull information about their surrounding :
Perception of cover
Object can be group as families, the most usefull one is the Cover family of objetct.
Walls,Craters,House wall,Sand bag, Wood stack…
Those objects have to be percieve by the AI as a structure that can provide cover. The AI need to adapt their behaviour according to those objects. It will be the base of the Squad orders and AI behaviour.
Perception of attackable structure
Some building are design for assault and defense, the Attackable/Defensible Structure.
Bunker,House,Train, Objectives…
Those work like objectif you can make an order directly on it. They are the Defensible/attackable position. Some specific preset emplacement for bot can be determined as it’s already the case for the train map.
here is an exemple:
It will be determinant for the gestion of Squad Orders and AI behaviour.
Noise perception
Another important way to be aware of the surrounding is noise.
For the moment, the AI react only if the bullet land close to the squad, whatever the distance. AI should be aware of gun shot and very close runing step noise as it will usefull for the next topic.
Now the AI can is aware of their surrounding. They can finally use it.
For the moment an AI will rush strait to the point if they recieve an order, they will stop and crouch in the middle of the road while there is a perfectly fine cover next to it just to fire a twill to the ennemy until the player is to far.
Reaction to an agression
When the AI or the a member of the squad, the AI should be looking for the closest cover around. If it’s too far then and only then he could be crouching.
Reaction when enemy is spoted
AI has an X-ray vision that hurt a lot the immersion. As it is clearly a bug and will be set in the last topic it is important to state a very basic reaction.
By default AI should be always the general direction of the ennemy (red arrow). This direction can then be overwrite if somebody mark a zone close by, close gun sound, recieve a specific order, hear a noise…
Also some FPS make a very good job to give the AI some kind of memory.
It can help the AI to aim at the right direction instinctively even if the ennemy as hide away for a long time.
Reaction to noise
We should also considered one of the most important tool the player use: the noise. AI should be aware of gun shot to spot the general direction of the ennemy.
PRIORITY
All these information can now be set in order to create a priority for the attention and aiming for the
Priority should be given to manage the attention of an AI:
- Being shot at
- Ennemy visible in range
- Close gun shot noise
- Close running steps
- Last position known of an ennemy
- Far away gun shot
- “Red Arrow”
For the moment only 1. is implemented in the game.
After the previous suggestions AI is now more I than A as it can percieve its surrounding and react according to a logical way to the threat and opportunity.
Now the good part, the squad orders. Everybody has his own idea of what cool squad order could be. But how to keep the gameplay simple with no more than two buton and not thousand of different squad order that looks the same except a little difference ? Let me propose a simple way to deal with more complexe task and by making the gameplay simple. To do it, let’s find exemple in other game.
But we shouldn’t look at FPS games we should be looking in RTS games.
I propose this simple configuration for the « order buton »
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One click= Attack order
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Two click = Run order
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hold click = Focus fire order
Attack order :
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if use on a random area of the map it will atc as the classic attack order with the improvment of the AI Behaviour as stated above. Same as before except once at the position the AI will look for the cover positions. They will also react differently on the way thanks to their new behaviour.
We can compare it to a «Attack + left click » in an RTS. -
If you execute an Attack order an objet « Defendable Object Familly» (Bunker, house, train).
The squad will Push the attack on the position of the defendable object. Once it got inside, i twill face the defender and then claim the place.
The squad will then take position in the defined spot (just like now for trains) and hold the position until futher order.
They will however defend the entrance of the building and aim at the general direction of the ennemy.
The priority behaviour happen then.
The first floor or second floor of a attackable structure can be aim separatly so we can more easely clean some area.
We can compare it to a « right click » on a target in an RTS.
Run order
- Your squad will « Duck and run ». They will run passively to the position, doing a sprint. They will not respond to any threat unless the ennemy is very close. The run order is cancel automaticaly as soon as the squad as arrived at position.
We can compare it to a « Right click » on NO target in a RTS
Focus fire
- When hold, you will order your squad to « Look at this position ». Your squad will respond quicker and harder to any threat in this area.
In this stence, your squad will be more aggressive, more reactive, and will use more bullet…
It is meant to simulate a suppresion of the zone.
We can compare it to the way you position an MG squad in Company of heros.
If no order is given, the AI behave like if it got an attack order where the player is (or the defendable structure he is).
Now it’s time to relax and enjoy the current beta state of the AI. That will be just old memories at release.
- Building Path finding bug ( SQUAD ORDERS)
Here is your video.
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- Looking at grenades stroke bug (AI BEHAVIOUR)
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- AI X-ray vision ( SURROUNDING AWARENESS)
Here is your Comics
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Dog circle : AI sometime chase their tails like dogs. (AI BEHAVIOUR)
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Never Reloading : Often switching AI resulting in having 1 ammo left and die. (AI BEHAVIOUR)
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Giving an order from the second floor target the first floor. ( SQUAD ORDERS)
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AI sometime down an ennemy and then move away, without finishing it. (AI BEHAVIOUR)
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Not a bug, but crouching AI to help the people aim is a false good idea if the AI behaviour is rightly implemented. (AI BEHAVIOUR)
Love the game. Love the devs. Love the fox. Love the comunity.
Thanks for reading.
Here is your reward. It’s a song about a bugged AI that try to kill everybody but fail: