HSRTG wrote:Those creative players will be able to look for things other than more micro if these AI suggestions were implemented. As it stands, there's nothing to do but micro.
A player always has the choice of not micro-ing something, only that it gives them a disadvantage on a tactical level.
*Looks at Supreme Commander, at Medieval Total War, at Madden 2007*
Damn, that's an increase in game complexity. Particularly for creating strategic AI in the first two cases. Looks like you're full of shit, no surprise there.
I'm not talking about AI complexity, I'm talking about strat complexity. The more viable strats you want to build into the game, the harder it is to balance. It would be full of irony if a game has all the ai build into it, and everyone just masses <insert unit> for the win.
As it stands now, Supreme Commander have largely symmetrical units, which limits most of their balancing concerns to experimentals. Medieval Total War is not balanced for ladder-style MP. (but the player base don't want ladder anyways)
Even games like Chess or Go has inbalances stemming from who starts first. In Go, the later starter actually gets "free land" when counting at the end game, and that bouse have changed over the hundreds of years of the game's existence. (making it a game that took hundreds of years to balance with no proof that it is balanced even now)
Stark wrote:Do they *honestly*, *honestly* think RTS designs are made for 'the highest levels of play' - what, 10,000 people? - and not the tens of millions of casual-to-regular gamers? NAH.
What is this group of casual gamers? The casual gamers have been buying up those clickfests far more than the ones with innovative AI for the last decade or so. For the power gamers, anything that can improve their game is another thing to learn.
Darth Wong wrote:even though these are military games, and hence their strategy would ideally be based at least vaguely on military strategy, not ant-colony strategy.
It's "arrogant" to think that real-time strategy games should resemble actual military strategy rather than a fucking ant colony? You're an idiot.
No, most of what we've discussed are RTS games, not military simulations. Military is just the background, it is not the mechanics and was never designed to BE the mechanics. It is like D&D have a feudal background but is never intended to resemble feudal age combat. Trying for realistic sword damage in fantasy games is just a non-starter. (to people that actually play those games as opposed to loath it)
The reason with lack of military strategy is because the entire interaction is simply laughable with respect to the real world on every level. Armies that gets raised in 5 minutes, gold on the ground, 30 second buildings and tanks that take 30 shells to kill while guns have range of 10 meters. Unrealistic mechanics produce unrealistic strategy no matter how everything else is build around it. Guns with range of 10 meters produce tactics surrounding formation and crowd control. Fast build times produce non-unit-conserving or even produce-as-required strategies. Terriblely condensed chokepoints produce traffic jams. (and traffic jams happen in real life too if give the kind of traffic)
To those with the power gamer mentality (like myself), those are not infantry and tanks, but 50 hit point units with 10damage per second at 6 tile range. They simply do not make sense in any other way and we wouldn't have played RTS if we couldn't accept whatever weirdness that comes from it. In fact, those weirdness and counterintutivitiveness is a source of amusement subject to exploration.
Most RTS games are really "real-time 4x game", with incorporation of elements of "eXplore, eXpand, eXploit and eXterminate." Games of only combat is considered by some as real time tactics games. Now those realtime 4x games can never be realistic as they have to compress the time scale for production to nothing. When that first step is done, the rest usually follows. Those games makes as much sense as an ant-colony game (ant-colony have resource collection and production) as a military one. (which does not have those in remotely close to the fine frame we are talking about in RTS)
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Of course, that is not the issue here since we are talking about future games.
Would it be possible to build a game that uses military tactics? Absolutely, but the requirement is realism on the level of player control, not smart unit AI.
Lets look at the original Shogun total war. It was far more successful in capturing the dynamics of combat than a complex AI, weird unit interaction game like dark reign.
The greatest innovation of shogun is not smart units. At the level of technology back than, smart units relative to what we know today are not possible. It isn't even the unit facing, formation, terrain or unit type-counters. Those are in other games.
No the innovation is by forcing the commander to command entire blocks of hundreds of man, and limiting the player to only two handful of "units." The critical part about this is that it is not that each man is more intelligent, it is that the commander can't control them.
Without this limitation, you can bet on that alot of high level play would revolve commanding small chunks of troops everywhere, micro-ing like mad to gain minor tactical advantages. With the addition of perfect AI to remove the player from such insane micro, the battle tactics would be even more distroted as the age old command and control limitations of historical battles would cease. You'd see things like formations that "passing through each other" in battle as perfect pathfinding AI manages the crowds with absolute precision or something nuts like that. (if it doesn't, some nutty micro-manager is bound to try by hand)
I should note that historical evidence suggest that battle of agincourt was decided by crowd mechanics. (in this case, the rear ranks pushing the front to death)
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I also want to turn to another type of gaming that has realistic military strategy but none of the underlying details: Good old Hex-tiled wargaming. Those games are played by history fans which have high expectations for realism. Those games have even less processing power behind it, limited to only D20 dice and what can be computed in an average person's head with help of a piece of paper.
But it worked fine. The reason is that all the small things are abstracted, an on the level those people are playing one, the input-output response of the game is correct. The chances of a SS Panzer assualt of breaking a Soviet Union conscript division is 75% at 40% readiness blah blah.
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So what am I saying here? The critical part of emulating military strategy is to limit the player to what it should be capable of doing, and abstract the rest to produce the correct output from the player input. Whether you make it by monitering the stats of a million troops or a simple computation on a sheet of paper, both would work.
A real time-hex game would produce the required set of strategy.
Sure you could produce those numbers by processing a million varibles and show it on the screen, but that is just eye candy. Thats fine, but it is still just eye candy.
Darth Wong wrote:Utterly idiotic unit behaviour is simply accepted by die-hard fans of the genre
I accept idiotic unit behaviour because I know that units can never be as intelligent as the commander. It simply does not have the information required for intelligence and the game is about the commander giving units the proper behaviour.
For many units, there simply isn't a universal "good" behaviour that works for all or even most sistutations, especially when the enemy is trying to exploit weakness in behaviour. To determine what is good behaviour, the unit need a wealth of information of all the other friendly units and a great deal of what the enemy is doing in the fog of war. It has to know a traffic jam on the other side of the map or a battle behind a hill to be "intelligent."
However the unit is not suppose to know what is unseen and unknown. (espeically that of the enemy) Therefore, units are stupid, differing only by degree.
I can accept that units that sit there while a battle just outside their "response radius" is raging out of control. I know for the trade of that "stupidity", it prevents the unit from being drawn away into range of enemy artillery in another case. It is up to me as the commander to decide whether this is a battle to fight, or a trap to draw my troops out of position. Now it would be nice if I could command those troops quickly once I've made my decision, but it is my decision to make.
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I'm reminded of an discussion about Combat Mission (a serious wargame) where units are actually MORE(!) "intelligent" than their counterparts in real life and the great cheesiness that results from it. The discussion is about the "recon by sucide trick" that power gamers use in the game. How this works is that one sends a low cost vehicle against the enemy front line to force them to open up and expose their position, while using cheap binocular equipped infantry to spot. Right afterwards they allocate precision artillery on top of the enemy line on the next turn.
That is unrealistic because the sucide vehicle can not really transmit useful enemy position info back when it is too busy getting blown up, and that cheap infantry without radio can not inform artillery observers which is hidden far away about the precise cooridnates about the enemy in a short time.
However, in the game, thanks to the power of the omniscient player, the very real communication limits have been bypassed and the player can prepare artillery in under a minute (turn length of combat mission).
The counter is almost as unrealistic. What it involves is a complex fire plan where every weapon covers a small arc thus exposing only a small set of weapons against those recon raids. While this is doable in defense sistuations, in an advancing and dynanmic battle, it would overload the communication networks of the time. Thus, units once again is more intelligent than it could possiblely be in real life thanks to help of omniscient player.
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So what does this say? Units are "stupid." People on the battlefield are stupid too, often not knowing what is happening on another flank or behind the hill. France lost the war in WW2 partly due to stupid artillery troops retreating against manstein's insecure beach-head across the rhine due to a rumor. The US lost the first battle of Salvo Island because half the defending force was unaware that the other half is underattack. (a very typical RTS event...it did result in court marital however)
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The purpose of the commander is to collect information from the troops and give commands. Without the commander, units are indeed "stupid."
If there is a fault to RTS stupid units, it is that it replaces the dozens or so sub-commanders in a battle of that scale and replace it with a single commander. Instead of feeding a dozen commanders information over the period of hours, RTS players are feeding hundreds of units information over seconds. The entire communication network have been replace by one person.
To me, it is only a matter of how many as opposed to how stupid. Without the chain of command, real life units can't even produce effective friend or foe identification. (and friendly fire is never intelligent unit behaviour)