#Buildable AI

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halcyon oxideBOT
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itafolgore. has been warned

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XMARK6 User was not banned or does not exist!

glass geyser
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Lmao

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Bot hates you

undone parrot
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He's gotten banned by the bot...the bot favors the allied...

undone parrot
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(You aren't in Axis secure...)

unkempt night
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So buildable AI. It can give the game a whole new depth. Buildable only from officers, giving them a meaning after the changes from garrisons to lowered di number. Let's say 2x ai mg 2x aa ai and 2x at ai in fbs and a fixed number for towns that increase with the number of Abs, something like the supplies. Also buildable on crossroads and close to bridges but not in large numbers. What you think? It will make recon valuable again, built AI are not shown on map etc etc

undone parrot
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Only place able by HCO I assume...and this naturally includes 200mm+ static HC placed arty?

unkempt night
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Yes I mean that it can only be placed by HC officers

low stratus
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I asked about this specifically a few years ago to combat the non stop stuka fest over our aos and dos and was told ai was built at specific places and can not be moved as i had suggested building aa/ai at fbs to deter air camps…

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Or near zocs etc

unkempt night
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Ok guess it's a bad idea then 😜

undone parrot
lilac helm
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I think buildable AI in various levels of tiers would be appropriate. For example, for a player-built emplacement/embankment, you can spawn an ATG and deploy that ATG like a mobile spawn point in that placement/embankment. You can build an ATG pit or something to that effect.

I’m not sure how difficult this would be to implement on the mechanical/development side. Still, we must be careful about players' ability to build too many AI-placed objects.

There should be a limit, plus a cool-down timer, on any such objects, but the concept of a sentry gun for bunker doors would be great, and being able to determine the equipment used, such as the AI sentry gun using an LMG versus a SMG or as a mortarman setup to fire at certain distances away from the door when alerted.

And then, you know, we would have to look at accuracy, how that works, and whether players must reload their ammunition rather than automatically replenishing it.

However, if we emphasize AI-integrated objects too heavily, we risk compromising realism and accuracy in simulating the battlefield.

We should focus on players spawning in and taking the time to set up defenses rather than opting for the more straightforward solution of relying on AI objects to do the job for us.

This is especially important when guarding capture points, backline armor interdiction, or defensive positions.

Regardless, such objects should automatically disappear after a certain amount of time or use/firing of ammunition; they shouldn't be permanent or remain in place for extended periods, as this would negatively impact the enjoyment of gameplay for everyone involved.