Suggestion for AI.
Posted: Mon Feb 04, 2019 1:12 am
For a while I've felt like a few features and tactics are missing from the AI in OpenRA. More specifically, selling structures and managing credits better.
I've been a long time player of the original Red Alert and its PS1 port, Red Alert Retalliation. In them, when the AI has no abillity to produce units due to lack of production buildings, the AI sold all of their structures after some time and did a rush attack, usually to no success.
I feel like that part is missing, and I think it's an interesting part of the original AI algorithm.
The other part to my suggestion is how AI manage their credits. Not sure how possible this is, but I figured I'd take a shot anyways.
To elaborate, I feel that the AI can get themselves stuck with no Ore Trucks and no credits, while they are trying to produce units, build a building and repair existing structures. It kind of makes some late game scenarios boring and too easy, and I feel the AI should have a more in-depth prioritization of how to best spend credits based on what is currently existing and what just happened.
Say for example, the AI is building a Heavy Tank, a Flame Tower, a Tech Center, repairing 3 Power Plants and has no Ore Trucks with an exhausted wallet.
The AI will just get stuck until they lose a building that is currently producing an asset.
I think the AI should in that scenario, cancel building repairs, cancel unit production to a certain degree, cancel their structure builds and focus on a new Ore Truck, and, if neccessary, sell a structure or two to make up for the cost of the new critical units/structures.
I feel this would help the AI keep up when the game starts to slow down, and help prevent the AI from getting stuck in a "nothing can be done" state.
Would like to hear some feedback on this suggestion, and if it's possible or not.
Thanks for hearing me out.
I've been a long time player of the original Red Alert and its PS1 port, Red Alert Retalliation. In them, when the AI has no abillity to produce units due to lack of production buildings, the AI sold all of their structures after some time and did a rush attack, usually to no success.
I feel like that part is missing, and I think it's an interesting part of the original AI algorithm.
The other part to my suggestion is how AI manage their credits. Not sure how possible this is, but I figured I'd take a shot anyways.
To elaborate, I feel that the AI can get themselves stuck with no Ore Trucks and no credits, while they are trying to produce units, build a building and repair existing structures. It kind of makes some late game scenarios boring and too easy, and I feel the AI should have a more in-depth prioritization of how to best spend credits based on what is currently existing and what just happened.
Say for example, the AI is building a Heavy Tank, a Flame Tower, a Tech Center, repairing 3 Power Plants and has no Ore Trucks with an exhausted wallet.
The AI will just get stuck until they lose a building that is currently producing an asset.
I think the AI should in that scenario, cancel building repairs, cancel unit production to a certain degree, cancel their structure builds and focus on a new Ore Truck, and, if neccessary, sell a structure or two to make up for the cost of the new critical units/structures.
I feel this would help the AI keep up when the game starts to slow down, and help prevent the AI from getting stuck in a "nothing can be done" state.
Would like to hear some feedback on this suggestion, and if it's possible or not.
Thanks for hearing me out.