Thread: A few new ideas
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Old 09-18-23, 08:08 PM   #61
Fidd
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Join Date: Apr 2005
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46. Variable "known" distances, times and other AI behaviour

One of the more irritating aspects of this game is that there are a number of AI behaviours with well-known parameters, which a canny u-boat captain may exploit, utterly secure in the "knowledge" that if he keeps outside of these values, or below them, the AI will behave in certain completely predictable ways. To my mind these should be more "fuzzy", and the AI reactions they elicit, more varied. This applies to zigging, to range from escort when visually detected, to the depth and range of hydrophone and asdic detection, and to the precise timing of convoys resuming their course, and much else besides.

I would prefer it escorts might call over another to their side, and perhaps give no outward sign that they've detected a u-boat, and/or to make changes of course consistent with not having detected a u-boat, before at some point prosecuting an attack-run. Likewise a convoy changing speed and/or course by 2 kts or so, and 20 degrees or so, rather than simply putting all the lights on to telegraph to all concerned that a detection has occurred. In short, a less predictable AI behaviour combined with a more uncertain detection environment, and a less obvious - sometimes - AI reaction.

This could be a selectable degree of difficulty, and when played would mean that whilst you might KNOW the distance at which your boat WILL be detected visually, you won't be able to state with certainty that you boat is undetected merely because you're outside that "safe" range. Likewise, whilst you know if you're quiet, you cannot be detected on hydrophones, now there'd be no "safe-depth" at which you can KNOW you're undetected or immune to being detected on asdic and DC'd.

It's important, in my estimate, that the game have a series of difficulty levels, so that there's always room for players and captains to play at a more challenging level, as that helps retain players in the long-term.

AI behaviours that could then be developed are for more than one escort to attack a given contact, in turn leaving gaps in the convoy which other u-boats can exploit. A human player controlling the behaviour of the convoy, with timers controlling when changes to course can made, how many escorts are despatched to which contact would be a very worthwhile adjunct to this, as again, it'd make the overall AI response to events that much less predictable.

Last edited by Fidd; 09-19-23 at 12:27 PM.
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