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micromanaging


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just a few thought on the above.

i think we can all agree that no AI is capable of simulating all the different logical decisions based on intelligence, experience, training and so on every singel soldier from the least jarhead in the unit up to the commander has to do more or less every second.

if we agree on that the result for a computer based game is micormanaging because there is only one who can to logical decisions based on intelligence experience........ meaning the player. he has to do it for all the men, units troops.... under his command.

even then u are dependend on the ai to make some decisions. however, the more information u give the AI to better and more realistic it will performe. Do give that information u need tools and features. Easy to read 3D landscape to determin the terrain. a tool to investigate the terrain in detail. a tool the tell units where to to and what to do when they get there. a tool on how to behave when in a position and so on. that leaves the ai with fairly few decisions to make. mainly hit kill and spotting calculations but those are not based on logical thinking but on tables. which target to engage first base don danger and hit kill probability again mainly tables. of course there are some other things but if u have those and build in some self preservation features u have an AI that does not screw up too much to bear.

For doing that u basically need time which means a turn based game. which then means that those players who are able or willing to spend more time on a turn or those who have more experience and knowledge will most likely win.

Of course there are people who dont like that style of play. So what u do is reduce the time available. the best way to do that is RT. Of course u depend much more on AI then which will screw up much more but then again that applies to both sides and levesl the playing field. in such a game the guy who knows the menu strukture better has an advantage. also the one with a bigger screen or better resolution because he will see a larger part of the battlefield. a faster comp helps too. bottom line is that in such a game the one who can give more information to the AI meaning more clicks will win because the AI will perform better and he will have a better control over his unit.

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There has been a lot of discussion about this recently and much more discussion about it is still going on.

Some people would agree with your opinion, some would not. I don't know if you really want a discussion about this or if you are just looking for some reassurance of your opinion.

In either case, do a quick search in the forum and I'm sure, you will find a thread where you can feel at home.

No offense.

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