AI reverse handicapping
Posted: Mon Nov 21, 2022 12:52 pm
The AI is .. dumb.
Occasionally it's forces can give you a bloody nose and when given numerically superior forces it can challenge your skills but in general you will win no danger - maybe even "map wiping" the scenario.
you can adjust the difficulty level of course to make you weaker/them stronger but some skilled players seem to be able to give +5 strength to AI side and still win - that is is some weak sauce opponent.
So what i'm proposing is an unequal equipment file - the AI side gets bonuses to the various CLASSES of units to compensate for it's dumb use of resources/decision making/order of attack execution.
my initial thoughts class by class:-
class 0 - not sure it is reasonably effective with infantry, i feel
class 1 - negative (i.e. defensive fire only) AA value - -4 maybe. it has no idea how to use fighter cover or position AA defences to protect it's armoured assets
class 2 - not sure i struggle to find recon units useful
class 3 - +1 defence maybe - the player never stumbles into them and can always attack them with infantry or suppress them first. player always unpicks that part of an AI defensive position first. the AI never does that to the player because .. well .. it is dumb
class 4 - +2 spotting. was thinking of making spotting = 9 for ALL AI classes but that might be a bit much. although it does work (tested). too easy to trap AI units into walking into a players sneaky artillery support fire. the AI cannot move, have a look, then decide whether to proceed with the attack like the player can so they get slaughtered WWI-style
class 5 - +1 spotting
class 6 - not important
class 7 - +1 initiative +1 spotting. also always HA = 0 for fighters. so easy to trap and they never escort bombers properly or even attack "en masse" like the player does
class 8 - +2 GD always getting suckered into AA traps
class 9 - -2 to (negative) AA. because it never escorts it's bombers like the player does
i suggest a class-by-class approach to these because it's easy to filter by class in a spreadsheet as you edit/calculate values in a column.
some people will be against this idea on the basis that it's not the same for both sides (and say that is bad game design). well it isn't the same for both sides now because you are smart and it is .. dumb.
also does someone know the exact order the AI moves/fires it's units? it is a set order, class-by-class and never varies. that is also part of the problem. if only it fired it's artillery first like the player does it would be a better opponent. so my changes could take that dumbness into account as well
comments/suggestions/other radical ideas welcome
Occasionally it's forces can give you a bloody nose and when given numerically superior forces it can challenge your skills but in general you will win no danger - maybe even "map wiping" the scenario.
you can adjust the difficulty level of course to make you weaker/them stronger but some skilled players seem to be able to give +5 strength to AI side and still win - that is is some weak sauce opponent.
So what i'm proposing is an unequal equipment file - the AI side gets bonuses to the various CLASSES of units to compensate for it's dumb use of resources/decision making/order of attack execution.
my initial thoughts class by class:-
class 0 - not sure it is reasonably effective with infantry, i feel
class 1 - negative (i.e. defensive fire only) AA value - -4 maybe. it has no idea how to use fighter cover or position AA defences to protect it's armoured assets
class 2 - not sure i struggle to find recon units useful
class 3 - +1 defence maybe - the player never stumbles into them and can always attack them with infantry or suppress them first. player always unpicks that part of an AI defensive position first. the AI never does that to the player because .. well .. it is dumb
class 4 - +2 spotting. was thinking of making spotting = 9 for ALL AI classes but that might be a bit much. although it does work (tested). too easy to trap AI units into walking into a players sneaky artillery support fire. the AI cannot move, have a look, then decide whether to proceed with the attack like the player can so they get slaughtered WWI-style
class 5 - +1 spotting
class 6 - not important
class 7 - +1 initiative +1 spotting. also always HA = 0 for fighters. so easy to trap and they never escort bombers properly or even attack "en masse" like the player does
class 8 - +2 GD always getting suckered into AA traps
class 9 - -2 to (negative) AA. because it never escorts it's bombers like the player does
i suggest a class-by-class approach to these because it's easy to filter by class in a spreadsheet as you edit/calculate values in a column.
some people will be against this idea on the basis that it's not the same for both sides (and say that is bad game design). well it isn't the same for both sides now because you are smart and it is .. dumb.
also does someone know the exact order the AI moves/fires it's units? it is a set order, class-by-class and never varies. that is also part of the problem. if only it fired it's artillery first like the player does it would be a better opponent. so my changes could take that dumbness into account as well
comments/suggestions/other radical ideas welcome