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AI versus Human Opponent?

 
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AI versus Human Opponent? - 5/8/2015 12:01:07 PM   
kool_kat


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Gents:

I've owned the FPC-RS title for just over four months and have tried both AI and human (PBeM) opponents.

Initially, I thought the AI was "tough" - but that was before I had my first PBeM match against a human opponent!

Wow! I got my butt handed to me... and all within the first third of our match!

IMO, nothing beats playing against a crafty and unpredictable human player!

So, as a consequence of that "initiation," I've gone from playing the AI exclusively to playing against human opponents exclusively. Frankly, I find it difficult to play any AI matches now.

While I greatly appreciate the programming efforts that have gone into the FPC-RS AI... it is one of the more sophisticated AI's I've played against in my 35+ years (at least) of playing PC war games... it still can be somewhat predictable as the Attacker and not overly "smart" in some of its tactical moves.

I know from a convenience and availability perspective - nothing beats an AI match. But, IMO from a pure adrenaline and excitement perspective - nothing beats a match against a human player!

So, have other players found this to be true?

What do you think?



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RE: AI versus Human Opponent? - 5/8/2015 12:31:25 PM   
ivanov


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quote:

ORIGINAL: Kool Kat


I know from a convenience and availability perspective - nothing beats an AI match. But, IMO from a pure adrenaline and excitement perspective - nothing beats a match against a human player!

So, have other players found this to be true?

What do you think?




I agree. After playing against another player, I don't find playing against the AI exciting anymore. There is the usual problem of availability of the players, so the AI sometimes remains the only option. So to make it more attractive, I'd like to see more new campaigns. In the campaign game you can follow the track of your units and you get more attached to them. So it makes it more interesting than single scenarios. I'd also like the campaigns to have more scenarios than the usual 4-5 and have bigger variety of missions. Currently most of the scenarios in a particular campaign are similar to each other and after a while, you get an impression that you're playing the same scenario over and over again. It would be great to see more non-core additional units like helicopters and aircraft. For example the introduction of the US campaign says, that it's going to be fought over a flat terrain, which would make the air attacks very effective. So I was all excited about the possibility of blasting the Soviet tanks with the A-10's and to my disappointment, I didn't get the opportunity of using my air power even once... For this reasons, I think that the Teacher's Campaign is the best - you get to use the non-core helicopters, there are minefields and chemical contamination - it has a lot of "flavor" to it. I' like to see more campaign of this kind. Keep up the good work!

< Message edited by katukov -- 5/8/2015 3:49:04 PM >


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RE: AI versus Human Opponent? - 5/8/2015 2:23:46 PM   
Tazak

 

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I rarely play PBEM mostly due to time constraints (I don't like keeping people waiting for my return turns) but yes a human opponents are more varied.

The AI isn't that bad and if OTS do add most of the features in the 2.1 requests forum section then it opens a huge amount of entirely new options for scenario designers

katukov - have you played my "Black Rats" campaign, I tried explore the 5 main phases of how the UK forces trained for WW3 so each scenario should play differently

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RE: AI versus Human Opponent? - 5/8/2015 2:46:29 PM   
ivanov


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quote:

ORIGINAL: Tazak

katukov - have you played my "Black Rats" campaign, I tried explore the 5 main phases of how the UK forces trained for WW3 so each scenario should play differently


Yes, I love the campaign. It's my second favorite.

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RE: AI versus Human Opponent? - 5/8/2015 2:49:26 PM   
ivanov


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Double post.

< Message edited by katukov -- 5/8/2015 3:47:48 PM >


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RE: AI versus Human Opponent? - 5/8/2015 3:14:39 PM   
Tazak

 

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quote:

ORIGINAL: katukov

Yes, I love the campaign. It's my second favorite.


2nd favorite......as long as the first is one of MR's

BTW if 2 people want to volunteer to play test H2H scenarios, I've a ton of ideas but little to no experience of H2H balance

< Message edited by Tazak -- 5/8/2015 4:22:03 PM >


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RE: AI versus Human Opponent? - 5/8/2015 4:55:20 PM   
ivanov


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quote:

ORIGINAL: Tazak


2nd favorite......as long as the first is one of MR's

BTW if 2 people want to volunteer to play test H2H scenarios, I've a ton of ideas but little to no experience of H2H balance


My number one is the Teacher's Campaign but the Black Rats is not far behind...

I promised myself never again get involved in beta testing, but I could help you testing the scenarios Right now I have quite a lot real life issues piling up, but I'd be more available from 18th of May onwards. So if you think that you could use my help then, please let me know.

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RE: AI versus Human Opponent? - 5/8/2015 8:52:42 PM   
pzgndr

 

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quote:

ORIGINAL: Tazak
The AI isn't that bad and if OTS do add most of the features in the 2.1 requests forum section then it opens a huge amount of entirely new options for scenario designers.


There are some relatively simple things OTS could add as difficulty settings. Adjustments to spotting ranges, probability of hit/kill, orders delays, limited orders (if kept), etc. could be set by players as handicaps or bonuses to AI or human side. It will be interesting to see what 2.1 brings.

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RE: AI versus Human Opponent? - 5/8/2015 11:48:27 PM   
cbelva

 

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quote:

ORIGINAL: pzgndr


There are some relatively simple things OTS could add as difficulty settings. Adjustments to spotting ranges, probability of hit/kill, orders delays, limited orders (if kept), etc. could be set by players as handicaps or bonuses to AI or human side. It will be interesting to see what 2.1 brings.

You would be surprised as how "not simple" adding/changing these things can be. And how they can mess up other areas. I have had my eyes opened as to how difficult these things can be. What might seem simple to you and me as players are real headaches to the programs who have to implement them without breaking other things in the code.

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