I think the “AI squad” aspect is the key draw card of Enlisted. There is no other point or reason in playing this game.
The manner and effectiveness in which Gaijin/Enlisted effectively work through this conundrum will determine whether they can reach the critical mass currently enjoyed by WT.
Fighting as “the Squad” is precisely the novelty that I enjoy in Enlisted. They have an opportunity here to provide players with a good blend of gaming abstractions and levels of authenticity eroded in other games by the over emphasis on the player as a 1 man army.
I think once they satisfy the “goldfish” crowd, that just thrives on “new” whatever form that may take, as well as finalising this new Pacific extravaganza, I hope they take a step back and look at improving the interaction between AI and the active player, to ensure that the squad acts more logically to its immediate situation.
Some basic concepts are to create a “squad leader” based, more immersive, set of orders which combine formations, AI reaction to the environment, and squad quality into a more immersive experience. . I’d even go so far as to see an RTS like morale layer where some soldiers based on their experience level may refuse to follow orders and notify the squad leader in some manner. Perhaps the SL may have to pull the squad back out of the line of fire to help them recover, lots of possibilities here. However, before they get to this there is a more fundamental body of work that needs to be done to enable this
The key here is fixing AI awareness of its environment.
The AI bots need to be re-trained on all the maps as part of the dev cycle. This is why map design is so important, if they screw it up the bots will have to be re-trained an that takes time. Once the bots are trained on the map, and this includes understanding which map artifacts block pathing, which block LOS inclusive of vegetation, fence lines, and most importantly battlespace/environmental effects being coded into the game like smoke from burning buildings/vehicles or fog/mist/dust or rain that are randomly generated during a game, they can take the next step.
So as it stands, the proposed graphics changes are nice, but they feed the “goldfish”, what is sorely needed is some hard yards, and I’m talking months, of instructed AI learning of all the maps so that a dev can individually optimise each role for every type of building, bunker, trench etc, in how the bots use cover to move to them and how they realisically ingress and egress these, to form the foundation for the C2 overlay.