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Request: Improved AI COMMS for Vehicles
Acknowledged, WishlistPublic

Description

Right now, AI communications in vehicles are inadequate, as follows:

In tanks, AI does not communicate weapons status, whether they have the target identified and where their gun is pointing. This is bad because, for example, if you assign a target in a vehicle that does not provide lock-box overlay (such as the RHS T-72s or the MG Rebel Trucks) you A: do not know where the gun is pointing, B: if the AI actually sees the target and C: what the load status of their weapon is (Low on Ammo, Ammo type.)

ASSIGNING targets also does not give the AI many vital information, for example: type of weapon to use (resulting in the player, if the wrong weapon is selected, frantically trying to re-select the correct type of armament and then reassigning the target) and how to engage.

Solution example in the next box:

Details

Legacy ID
1539174011
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Feature Request
Steps To Reproduce

Real life procedure is Alert, Ammunition, Range, Description and Execution. AI reaction is the important part, if player part cannot be implemented, AI reactions to seeing and not seeing the target are the least part that should be considered, because it is the part that can cause confusion and/or frustration to players.

ALERT: Alert the crewmember to an incoming order
AMMUNITION: Tells the gunner to select type of weapon and engage with that only
DIRECTION AND RANGE: Direction and range, as already ingame.
DESCRIPTION: Type of target
EXECUTION: What to do once the target is aquired, should be FIRE.

AI reactions:

ALERT: AI member selected drops previous target
AMMUNITION: AI selects desired weapon and does not switch until target is dropped or destroyed
DIRECTION AND RANGE, DESCRIPTION: As is, AI slews gun on target. This is the same as current LOCK ON mode, but the AI gives an audio cue wether or not they have seen and identified the target.
EXECUTION: Player can order to fire immediately or wait. AI holds order in memory and reacts as follows, For example:

PLAYER: Gunner, Cannon, direction 250 - 1000 meters, T-100 (AI slews on target and does visibility check.)
AI: "(Visibility check passed, AI is aware of target and has clear LOS): Identified!" OR if target is not seen:
AI: "(Visibility check not passed, AI is not aware of targets location after slewing to the right direction.) Not seen!"

IF the AI does NOT see the target, player can move the vehicle around until the AI sees the target. Once the AI DOES see the target, it announces "Identified"
Player can now give the execution command, or if it has already been given, AI announces:

AI: "On the way!" and fires the shot. If player has held fire command, AI does not announce but fires as soon as command is given. This can be omitted because not technically part of the problematic procedure.

Additional Information

Further example AI command:

Player: "Gunner, MG, direction 055 - 100 meters, soldiers, fire!"
AI: (Slews to target direction and performs check to see.) "Identified, on the way!"
(AI engages until all targets are destroyed OR player gives "Cease fire" order. Dropping or killing target does not stop AI to engage against infantry.

Event Timeline

InstaGoat edited Steps To Reproduce. (Show Details)Aug 9 2015, 6:01 PM
InstaGoat edited Additional Information. (Show Details)
InstaGoat set Category to Feature Request.
InstaGoat set Reproducibility to N/A.
InstaGoat set Severity to None.
InstaGoat set Resolution to Open.
InstaGoat set Legacy ID to 1539174011.May 8 2016, 12:30 PM
InstaGoat edited a custom field.