Dear developers. Today, the AI-soldiers doesn't use a lot of detail in the game.
This is sad, not only for me.
I have compiled a list of actions that are necessary in my opinion and it can be really added to the game, because it is not fantastic.
I know, in order bots used it all, requires certain conditions.
For this reason, I have made these simple prerequisites also, you can use these ideas, improving them after.
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- AI NEVER SHOOTS IN THE INFANTRY FROM MISSILE LAUNCHER.
In the game there are Anti-Personel Missiles, but the AI under any conditions will not shoot at infantry. The AI does not use its advantage and it looks bad. Also sometimes in the map no any enemy vehicles and the AI are have many launcher-systems on your back.
Under certain conditions, each AT-bot, also should be able shoot in the enemy infantry, when the infantry hiding in houses or behind the rocks, walls, or other shelters. Today AT-soldiers bots carry this weaponry and never do not use it, In this case the fatigue system only just make the this bot is more tired, and in the this case the carrying a missile weapon systems no have sense.
Сondition for AI make it:
Anti-personnel missiles should be used also as primary weapons.
For Anti-Tank weapons: If in radius "X", more than "Y-time" is not present any enemy vehicles, then the bot always should use Missile launcher against infantry, which is in shelter.
The value "X" can be for example 400 meters.
The value "Y-time" can be for example 5-8 min.
- AI VERY RARE USE HAND GRENADES, ALMOST NEVER.
Very seldom, but again why!? Very rarely I see the throwing executed by the bot! The bot must use the throwing more often and for longer distances. Especially in those moments when the enemy is inside buildings or for any cover. Often the bot uses recharge of primary weapon, directly under enemy fire. Before recharge, this bot can make a throw grenades.
Сondition for AI make it:
If the enemy is inside the building, and distance to the enemy < "X" meters then bot should always throw a grenade in the window.
Or if the enemy is behind a wall or a fence and distance to the enemy < "X" meters, then bot should try throw a grenade via enemy shelter.
The value "X" can be the maximum range of a grenade throw, for example 20-25 meters.
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- AI NOT ABLE USE MINES, WHICH AT THEM ARE IN THE BAGS.
The commander under certain conditions should give a command for mine deploying if in its group there is a sapper. Note! This item requires the implementation of my paragraph № 15(see below) and there is nothing complicated.
Сondition for AI make it:
If most soldiers of the AI-squad is killed and in this squad is present sapper, then the AI-commander must try to use stealth tactics and must give the command to deploy the mines and imperceptibly to step back by "X" meters, causing the enemy moving forward.
The value "X" can be any distance, for example 30 meters.
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- AI NOT ABLE USE STATIC WEAPONRY, WHICH AT THEM ARE IN THE BAGS.
The bot-commander never not uses the mortar-group or any static-weaponry group in the squad, for deploying of this weaponry in the battle.
The commander, under certain conditions should give the command for use of a mortar or static automatic grenade launcher or static machine gun.
Today we do not have this.
Сondition for AI make it:
If the group bots have a rocket mortar, and enemy detected and the distance to the enemy > "X", then the commander tries to deploy mortars.
Every two or four minutes, the commander ordered to dismantle the mortar and to deploy it in a different location (within a not big radius "Y")
In this case, any congestions of enemy infantry which are not using movement more than 2 minutes can be the targets.
The value "X" can be any distance, for example 700 meters
The value "Y" can be any distance, for example 70 meters
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- AI NOT ABLE USE LASER SIGHTS.
The bots not uses aiming via laser sights, never.
The smart bot must be able to decide to use this independently, without additional scripting.
May be possible for activation/deactivation this devices at AI, probably commander can use special command in actions menu, but this command does not exist. BIS, also you can tie this ability to the battle modes. For example Danger mode - laser should be used, Stealth mode - not should be used never.
Сondition for AI make it:
Such a aiming is not effective in large range.
If a bot has a laser sight and distance to the target < "X" meters, then the bot activates the laser sight.
If the distance to the target is more than "X" meters, then the bot does not use the laser sight.
The value "X" can be any distance, for example 15 meters, because such a aiming is not effective in large range.
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- AI NOT ABLE USE FLASHLIGHT.
The bots not uses flashlight, never. The smart bot must be able to decide to use this independently, without additional scripting.
May be possible for activation/deactivation this devices at AI, probably commander can use special command in actions menu, but this command does not exist. BIS, also you can tie this ability to the battle modes. For example Danger mode - flashlight should be used, Stealth mode - not should be used never.
Сondition for AI make it:
If a bot has a flashlight and does not see an location of the enemy then it uses it, but only this flashlight are used only away from stationary lighting in the game and no more than "X" second.
Also The flashlight can be used for blinding the enemy, if the distance to the enemy < 4 meters for example.
- AI NOT ABLE USE SMOKE HAND-GRENADES. (WAS SUBSEQUENTLY ADDED!)
The bots not uses smoke grenades, never. The smart bot must be able to decide to use this independently, without additional scripting.
Сondition for AI make it:
a) If AI squad under fire and within one minute 40-50% soldiers of this squad is killed or wounded, then bot use smoke grenades for for hiding.
b) If the group of bots uses penetration into a building, where located is an enemy, then the AI-bots use smoke grenades inside.
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- AI NOT REACT TO CONTACT DURING TREATMENT, INVENTORY, REPAIR, RELOADING.
Wounded bot or subordinate bot never does not react to you during any contact. When you get close to your bot from his squad, for to make him a treatment or to get into his backpack, then this bot does not react to you.
In the this case and under certain conditions (!not danger situation), this bot, should always should stop moving or should stop any action! Always the player's character does not complete medical treatment, or to take the thing out of a backpack, because this bot doesn't stop and goes away.
Сondition for AI make it:
If the bot is not in position of "danger"(!because are no enemies nearby), then, always this bot should stop moving or any actions (If human-player uses contact with this bot).
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- AI NOT TRY PENETRATE INTO BUILDING, IF ENEMY SHOOTS FROM THIS BUILDING AND DON'T USE BUILDINGS AS COVER FOR SHOOTING.
The bots do not penetrate into the any building, if a enemy shoots out of this building long time and I never seen that the bot was able to climb to the second floor Why?
Very often the my player character shoots from the second floor by his enemies, who are at the bottom of the building on the ground. But never bot is not trying to come up to my back, using trudge up the stairs to the second floor.
And why AI is not able to shoot from buildings? Unfortunately today, AI is very weak inside any buildings.
Сondition for AI make it:
If the enemy of more "X" time located inside building, then the bot should try penetrate into this building.
Or if the enemy shoots from the second floor more than "X"-time, then some bots should try to penetrate into the building and to get to the second floor.
The value "X" can be for example 3-5 minutes.
- AI OF UAV OPERATOR CLASS, NOT ABLE ACTIVATE ANY DRONE.
I think that every bot of UAV-Operator class, minimum must be able to use the recon (Darter) which he carries in his backpack.
Сondition for AI make it:
If the operator have in a backpack Darter-drone, and this squad is under fire from a long-range distance and the this attack distance to the enemy > "X" meters, then the operator should launch to the sky reconnaissance drone.
In this case the combat efficiency(for example weapons accuracy) of allied bots, within radius from UAV operator, should be increased (for examle by 15-20%), but only until Darter is in flight, because the location of enemy will be visible from flying drone.
Also UAV operator must be able to activate any of the allied attack-drone within a limited radius around ("Y"-distance) (if this operator is in fight mode). And this activated drone always should try attack human player.
The value "X" can be any distance, for example 300 meters.
The value "Y" can be any distance, for example 250 meters.
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- AI NOT ABLE USE ROTATION IN THE LYING POSITION.
The bot is not able to use the tumble in both side, lying on the ground, as this may be done by human player. It gives the human player an advantage. The bot should be able to do the same.
Сondition for AI make it:
If a bot is shooting in the laying position on the ground and during this moment the level of his injuries increases rapidly (this means that he is under fire), then this bot should do tumble in the any side, before continuing his shooting from a laying position.
Also two-three tumble can be done before recharge amunition in the laying position.
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- AI DOES NOT REACT TO A GRENADE NEXT TO HIM.
The bot never doesn't react to a grenade thrown at him.
The AI does not want to survive? Why is he so stupid?
Even in the primitive gameplay of Call of Duty, I've seen bots trying to escape, if the grenade right next to them. In our case, we have a stupid bot in the game-simulator. This should not be...
Сondition for AI make it:
If soldier, which threw a grenade was detected by the bot, then this bot should try escape the radius "X" around the grenade!
Or even if a soldier, which threw a grenade, is not detected by bot, but this grenade falls very close to this bot (within radius "Y"), then this bot(if this bot not injured), also should try to escape the radius "X" around the grenade.
The value "X"(escape of explosion) can be for example 6-8 meters.
The value "Y"(detection of nearest grenade) can be for example 4-5 meters.
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- AI NOT ABLE USE REPAIR. (WAS SUBSEQUENTLY ADDED!)
Today, carrying of heavy tools (note! this is really a big weight) in backpacks of bots don't make sense. The bot-commander, under certain conditions, should able to use the repair command. It is very simple and there's nothing complicated.
Сondition for AI make it:
If any squad has soldier with repair-tools and if this bot-mechanic is not in the position of "danger"(!because are no enemies nearby) and within a radius "X" is allied and damaged vehicle, then the bot-commander of this squad should be ordered to repair this damaged vehicle.
The value "X"(repair radius) can be for example 100-150 meters.
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- AI NOT ABLE TO USE SELF TREATMENT, WITHOUT ORDER.
Probably the only one action, that smart AI should use without an order, but under certain conditions it is self-treatment. Because this is a normal reaction to the mentally healthy human. The medic in the squad may not be always available during the battle or even killed.
A wounded soldier can endure the wound and expect the order of self-treatment, but how much time!?
Сondition for AI make it:
If bot is wounded and this bot is not in the position of "danger" (!because are no enemies nearby) then this bot should heal himself immediately, even without an order.
Or if the wounded bot is still in the position of "danger" but after "X"- seconds, this bot does not receive treatment from squad and around within radius "Y" no enemy units, then this bot should to find any shelter and heal himself, even without an order.
The value "X"(delay time) can be for example 100-140 sec.
The value "Y"(danger radius) can be for example 20-30 meters.
- AI IS NOT ABLE TO EFFECTIVELY BYPASS MINES (!Bouncing mine).
The bot is not able to effectively bypass the mines, especially if this bot is military sapper! Many times I gave the command to lay a mine and in 30% of cases the bot itself exploded at its mine. Nonsense.
Also I have seen many times how the bots were not able to bypass the mines, if they have in the squad a minesweeper or mine-detector.
If the squad has a mine-Detector, then this crap should not happen.
Each mine should have a "personal avoidance radius" and each mine-detector should have a "personal detection radius".
Thus, inside allied detection the any bot, should be able to work around any mines! There's nothing complicated...
- AI NOT ABLE TO STEP OVER SMALL OBSTACLES.
The bot is not able to step via small fence(V-button by default), as this may be done by human player. This feature complicates the movement of the AI in urban areas and gives the human player an advantage. The AI should be able to do the same.
Dear developers, as you can see there's nothing fantastically complex.
Please try this. If at least half of the this items will be implemented, then this will make the Arma3 much better.