AI movement around and through buildings, and tanks

I notice on maps like large buildings ai will sometimes not go through doorways and instead walk around the outside of air hangars

They are walking outside of buildings in areas where there are bodies.

Stacks of allied forces bodies should be a caution for ai movement if they are just entering an area.
If there is a tank or machine gun fire in hearing range they should probably be double cautioned.

Likewise programming in some country specific tactical actions if conditionals are met would be useful

For instance in case of a tank, throwing a smoke grenade in front of the tank might be useful if it is equiped. Likewise if an ai has a side angle of advance on a visibly ungaurded tank they should probably attempt to place an explosive charge if they have it.

AI control would be very useful for selecting an offensive or defensive posture rather than just close or spread or standard. For example assault formation, stay in cover when moving, stay in concielment when moving. Other considerations might be move through buildings, stay within building, suppress passages (like doors and windows), probing fire (fires a few rounds and determines if counter fire - using marked points on map within firing range, fire on my mark (units will concentrate fire in the area of a lead character mark enemy point, or allied players nearest mark), hold fire (units will not open fire until cancled or another firing command is given.)

The move within building, move through doorways, tactical breaching (doors windows) movement postures among others, such as stay low, crawl, move through trenches, etc… type commands and the ability for ai to make these tactical considerations if there is no instruction active based on combat phase engagements might make AI less likely to walk into firing squads and kill zones.

probably somebody complain that bots sitting in building or something maybe its AI behavior since day 1.

rihardo456 if you could instruct to defend position (already doable) they may sit there but if there are conditionals of attack much like defend position is there had thought that the double click defend position could be expanded to allow click to defend but other interactions might have it do something else for example

move through feature

if clicking in area where defend position a move in option in the case of a trench or move along option for a road

likewise an “avoid” option may be avoid moving along road or “use as cover option”

move
use as cover
use as conceilment
fire in area

assault building etc…

Brothers In Arms Road to Hill 30 Multiplayer (Shattered Wings) - YouTube simple as

yeah the top down view doesn’t mesh as much but I like the idea of the “defend this point” action into an expanded action that can provide a variety of actions. some of them could be intuitive.

For example if entering a building in the zone of engagement with a marked enemy they would assault the point.
Likewise if you were to select a tank then they would try to disable the tank if they had equipment to do that.
clicking in a trench would be take cover or behind any obstruction.

I think the bits are still in there for mark selection its just the intuitiveness of the ai to know what to do with those.

The command to fire in an area, or withhold fire, move in cover, stay in cover, stay within building ect would be good as I think the ai ends up giving away position or just walking in and out of a building in a really stupid way. you know if they were suppose to observe rather than stay in cover it wouldn’t be as bad for them to be wandering around but they end up attracting fire.

But yes, I think that brothers in arms have some of the commands that would be useful.