Page MenuHomeFeedback Tracker

Controller friendly player AI Squad Lead (Actually the High Command System) Tweaks to bring the system up to a minimum viable standard
Feedback, NormalPublic

Description

Please provide the following when creating the Ticket:

Game Version number: NA
Modded?: (No)
If modded, please list the mods: N/A

Issue Description: Final Player AI Squad Lead (Actually the High Command System) Tweaks to allow players to control AI in a controller friendly way.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Okay to get everyone on the same page, the way players are able to control AI right now is less like Squad Leading (Like in Arma 3) but more like high command (Used in Arma 2, and while technically in Arma 3 is rarely used.) the way high command works is rather than controlling the individual members in your team, you instead give the team as a whole orders and the group leader of that team executes these orders.

This works well in Reforger for a few reasons:

1: When we look at Arma 3, 98% of players do not know how to actually use AI when they are in the squad leading role (This is because no one actually knows the importance of the advance, stay back, flank left, and flank right commands, and how they let you create useful formations that make using AI as a squad lead a breeze). By delegating the "squad lead" position to an AI, you avoid this issue entirely.

2: Controllers don't have the luxury of all the F1-F9 keys that a keyboard does, meaning we have to use a lot of radial menus to do the same thing.

Now with the Context out of the way. Lets talk about the reason why the current implementation of High Command in Reforger is incomplete. Currently when you have control of an AI squad you are filling the Platoon leader role. In this role it is your job to give the squads under your command general orders, which your squad leaders will complete. This is all fine and well, except for the part that you can only have control of one group at a time, which greatly reduces your tactical capabilities to simply "Send it up the guts" and hope to god they don't all get mowed down. Any form of co-ordination requires you to either:
1: have another platoon leader player also leading their one squad to do a flank, or be a base of fire.

2: have players fill in the role of a second squad for you to command (which must be done in a fundamentally different way because the way you communicate with AI and players is very different and requires different skill sets)

What we really need is a way to split out AI in to more than one group. I have included images in the Additional Information section that show what a slightly tweaked control menu would look like that would allow for both controller users and keyboard users to easily select and create new AI groups in the existing AI command menus.

In the first image I have added a "disband group" button, that will let the player get rid of an AI group they don't want from a distance, to mitigate the issue of you dying half way across the map, with one AI still left in the group at the old position, then when you buy more AI and make them join that group they run off to try to link up with the one guy half way across the map because they are the group leader. I would suggest you set a timer of say 5 minutes (with no players near the AI group leader) after a group has been disbanded to delete the AI still in that group to save on server resources and to free up the unit cap at any bases you purchase AI in the conflict mode.

The second thing you will see in that image is the currently selected group in the middle, by default if you don't select any of the orders using the thumb stick, you can press A or click with the mouse to open the AI group menu (See image 2). From there you can create a new group, or select and existing group. I propose for balance purposes limiting the number of groups to 4 to keep things consistent with previous titles (Team Red, Green, Blue, Yellow). once I have selected the group I want it brings me back to the orders menu (Image 1) where I can then give it orders.

Lets say I have and 8 man team that is in Team Red. If I want to split the team into two groups. I would first open the orders menu, open the AI Groups menu, then create a new group (Team Green) then select it. From there I can walk up to the members of team Red I want to recruit into team green (or any non recruited AI) and recruit them to team green in the normal way)

Finally lets talk about maps. Currently in a game mode like Conflict we are able to see the squad leaders position on the map as an icon, hovering over it shows who is in that group. In order to be able to better co-ordinate (and to just know where on earth your AI are) we should include Squad leader indicators where the group leaders of our AI squads are. I have made an example image of what that could look like (see image 3) It would look similar to the players icon with the same name but simply say the team colour to quickly tell them apart. The two ways I see this working is either only show these icons to the player that owns the squads (booooooring) or make them available to see to all players on that side. This will allow all players to better appreciate the force state as AI do in fact have guns, and can in fact cap points, so being able to tell there is at least something attacking a point or defending could be the deciding factor for other players to leave and focus on another point, or help the unit out and press the advantage of numbers.

Thank you for reading to my ted talk.

Additional Information

Event Timeline

Mamith created this task.Jul 26 2024, 2:54 AM
Geez changed the task status from New to Feedback.Jul 26 2024, 11:03 AM