I know there will be lots of speculation here and I am in part writing this as an appeal to Steelcolt and Wiz.
The HOI3 combat AI annoyed me greatly because of its inability to focus its forces for an attack. It was cumbersome and slow to react to situations. I noticed that it was only capable of manning the front line and only attacked when it had a advantage in a certain area, never really pushing my forces as if on an offensive. In addition, it could easily be encircled and defeated.
I am bringing this topic up because I fear these characteristics might make a return to the HOI4 AI...
I understand that some of these flaws were game design related and I already see less complex and easy to understand game mechanics: Hopefully this will translate to an easier to code for AI.
What I am hoping for in HOI4 AI (I have zero experience coding and hope I dont make too much of an ass out of myself)
The new AI should put together a reserve of troops in the rear for breakthroughs and amphibious landings. I understand that in hoi3, there was a local reserve as a certain battle is taking place on the battle screen. What I am referring to is a more strategic reserve. This can be programmed into the new offensive designer as something the AI would do. The AI could use these troops to like I said above, to react to certain situations like breakthroughs. It should also use these troops to replace divisions that have been mauled in order to continue the attack. Imagine defending against the AI's offensive hoping he didnt have reserves to throw into the attack. This would create a hard punching AI on the attack and defense.
I would like to see the AI ( I know this is pushing it) retreat to better positions to defend, i.e, across rivers, to forts, and to lines where reserves are located. (more in line with the war in the USSR). This would create a more dynamic AI and a much more immersive game.
Finally, I would like to see an AI that created battle plans and that would launch large offensives into the rear and toward certain goals, ie, a certain city or region. finally, the huge and decisive battles of ww2 can be recreated !!!
I have very high hopes for this game, and I think HOI is headed toward the right direction with this coming installment. The suggestions above would create a more immersive, fun, and interesting game. I hope PI is taking their time in assuring that the AI is reactionary, and interesting to play against.
Thank you and Merry X-mas
The HOI3 combat AI annoyed me greatly because of its inability to focus its forces for an attack. It was cumbersome and slow to react to situations. I noticed that it was only capable of manning the front line and only attacked when it had a advantage in a certain area, never really pushing my forces as if on an offensive. In addition, it could easily be encircled and defeated.
I am bringing this topic up because I fear these characteristics might make a return to the HOI4 AI...
I understand that some of these flaws were game design related and I already see less complex and easy to understand game mechanics: Hopefully this will translate to an easier to code for AI.
What I am hoping for in HOI4 AI (I have zero experience coding and hope I dont make too much of an ass out of myself)
The new AI should put together a reserve of troops in the rear for breakthroughs and amphibious landings. I understand that in hoi3, there was a local reserve as a certain battle is taking place on the battle screen. What I am referring to is a more strategic reserve. This can be programmed into the new offensive designer as something the AI would do. The AI could use these troops to like I said above, to react to certain situations like breakthroughs. It should also use these troops to replace divisions that have been mauled in order to continue the attack. Imagine defending against the AI's offensive hoping he didnt have reserves to throw into the attack. This would create a hard punching AI on the attack and defense.
I would like to see the AI ( I know this is pushing it) retreat to better positions to defend, i.e, across rivers, to forts, and to lines where reserves are located. (more in line with the war in the USSR). This would create a more dynamic AI and a much more immersive game.
Finally, I would like to see an AI that created battle plans and that would launch large offensives into the rear and toward certain goals, ie, a certain city or region. finally, the huge and decisive battles of ww2 can be recreated !!!
I have very high hopes for this game, and I think HOI is headed toward the right direction with this coming installment. The suggestions above would create a more immersive, fun, and interesting game. I hope PI is taking their time in assuring that the AI is reactionary, and interesting to play against.
Thank you and Merry X-mas
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