Quote:
Originally Posted by Fidd
That's good to hear. Will there be any possible player-controlled AI? What I mean by that is an allied-player able to direct AI escorts within the convoy to go to positions and execute tasks (suitably bounded initially by constraints of movement to prevent exploitation of the known usual positions of u-boats 15-25 minutes into the game? This seems to me to be a really good first step towards players being able to move between escorts, with the AI doing directed tasks in the meantime. In other words, using the AI for the dull repetitive tasks, but positioning them according to a human brain's intelligence, rather than an AI algorithm; and then allowing human players to do the fun/fine judgement stuff such as asdic searches in contact and DCing - until called back to the convoy or replaced with a faster escort as they fall astern of the convoy...?
This approach to mixing human play with AI - and occasionally swapping between them, would also permit a smaller number of allied players to have an effect disproportionate to their numbers, which would be especially useful in the absence of dedicated servers?
See:
https://www.subsim.com/radioroom/sho...&postcount=118
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Interesting idea, however, we have no plans for anything like this. Our plan is for the corvette to work just like the u-boat, with a handful of players manning different stations. We plan on accounting for this when we design gameplay. For example, a scenario where a single corvette is guarding 1-3 very important ships, and the u-boat has an hour or so to sink them. This way the corvette does not have to cover a lot of ground, and the u-boat has a limited time to act, so we don't get infinite games of the u-boat just waiting.