Massive Assault
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Comments on the AI
http://www.massiveassault.com/forum/viewtopic.php?f=19&t=256
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Author:  Guest [ Sat Dec 13, 2003 6:46 pm ]
Post subject:  Comments on the AI

After finishing my first game (Paradise World War), I want to make some comments about the AI.

I think the major weakness the otherwise solid AI has is that it has trouble concentrating firepower on front lines. By this I mean that it produces a continual stream of light units (destroyers, LAVs and Mortars), each wave arriving just after the last wave got ground up. This is not only due to the AIs choice in producing a large proportion of light units, but its inability to use transports.

As the human player you can have a phalanx of LAVs and tanks on the front line, with mortars behind in the second row, and long range arty and planes in the rear. This really chews up each light wave as it arrives. I've used variations of this tactic on a variety of fronts, and the AI can't respond.

I think that some kind of rebalancing of build priorities to heavier units once the fronts stabilise in the late opening to middle game, and some attempt to mass for a heavier and more co-ordinated punch with the use of transports, and possible use of navy landings for rear area flanking (to press the rear row of the defensive phalanx) would really make the AI a great challenge. Right now it's good, but I'm wondering about the reply value.

I fully understand the difficulty in AI progamming, but this game has already done so much with the AI I just wonder whether it might be possible to do this extra piece of work. I would also love an option that let the AI take more time for its turns: I don't have a schedule that allows me to be a reliable multiplayer, but would be happy to wait several minutes between turns if it meant better choices by the AI.

My other thought is to stop the human using transports voluntarily - I may give that a go in my next game to see how much of a difference it makes.

Hondo

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