me pointing out that the AI is complete crap just shows that even putting tons of enemies into a mission won't make up for it being crap. That's something many recently released strategy games have in common, especially those with a multi-player part. Poor design, period!
As someone who's taken a game AI class, I can tell you that AI is an incredibly difficult thing to get right. If you give it too many decisions and priorities to try to make, it can end up running in circles or just sitting around deciding...stuck in a loop of what it should or shouldn't do.
For example, for the final in our AI class, we had to program a BOT for a deathmatch game, and then pit them all against each other in a FFA. Many of us tried to make it "smart" - shoot at the closest guy, unless there is someone who is about to die then shoot at him. Go get health if you are low and there is a med pack, otherwise try to kill the lowest health guy near you. The result is that they would stutter - walk in one direction for two steps, then turn around and walk two steps in the other direction, rinse and repeat.
There was ONE, however, that looked like a complete genius compared to all the others, and almost looked like a real person playing. Afterward we asked him what the secret was. He said he only gave it two commands:
- Always shoot at the guy with the lowest health.
- If a healthpack appears, go get it. If there is no health pack, walk towards the guy with the lowest health.
It sounds obvious in hindsight, but only one person out of 20 in the class figured it out. While the AI in the game is certainly no genius, I'd say it's at least decent. With all of the other complicated aspects of the game they had to create and polish in time, it makes sense to de-prioritize making a super smart AI and just get a working one in place.