PDA

View Full Version : Why the next SH game MUST have SUB AI



JU88
11-08-2005, 04:05 AM
Look at it this way, Dangerouse waters, Enigma rising tide and by looks of it PT boats knights of the sea... All have some kind of sub AI present, is it really asking too much to have it in the silent hunter/ destroyer command series which focuses on submarines more so than any of the above?

For me AI Uboats or lack of them would be make or break in another destoyer command or SH game, to not include them is insane and pure laziness!! AI submarines would open up a whole new pandoras box of gameplay..

How hard is it to code sub AI?, ok im not a programmer, but there are only really about ten additional paramaters needed in sub ai code that aren't already in ship ai code in SH3.

ability to determin depth below keel and not dive unless depth is greater than 100m

dive to periscope depth, when enermy ship is spotted within 2-3km

only fire when facing a ship between say 70-110 degree angle

fire fan shots at certain ships

Only attack ships between 2500-500 meters

dive to between 60-150 meters and rig for silent running and zig zag course when attacked or pinged whilst sub is submerged

crash dive if attacked on the surface by any warship or aircraft.

only suface when no enermy presents is detected or battery less than 10%

always use deck gun against unarmed vessels in calm weather

Only engage aircraft when unable to dive (batteries lower than 25% or water too shallow.)

THATS IT! that would be enough for basic but reasonable sub AI!

Once some Ai for torpeedo attacks has been made, it can also be applied to aircraft and PT boats..

For those few people on this board that have been dumbing down the importance of Sub AI, let me ask you this...
Do you like being the only Sub in the whole world? its realistic or fun??
And please explain to me just what exactly you plan to do with your racks of depth charges in a destroyer command type game (in single player) with no AI subs???
Do you actually want another incomplete game or something??

macker33
11-09-2005, 04:41 AM
I've seen other uboats in sh3,admittedly only around ports,who reports in the contacts?has anyone actually encountered other uboats while actually at sea?

Youre right that all it would take is to alter ships AI routines to suit subs,if there ever is going to be a destroyer command 2 its something that is going to have to be looked into sooner or later.

WilhelmSchulz
11-09-2005, 12:53 PM
I agrie. http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif

Jose.MaC
11-10-2005, 07:17 AM
This is the first game in SH series that lacks of Sub AI, I would like to point. Loved to chase down a couple of jap subs, and then end sinking one and damaging the other http://forums.ubi.com/images/smilies/784.gif

Even Ace of Deeps had Sub AI. http://forums.ubi.com/images/smilies/1072.gif

And there is a mod arround that provides basic sub AI... done by a gamer!

In short, is a must. Would love to see other subs in a wolf pack.

macker33
11-14-2005, 10:34 AM
Hi Jose.
Anybody have any opinions on the destroyer AI in SH3?

JU88
11-14-2005, 12:51 PM
I have no problems with Destroyer AI in Sh3, apart from their tendancy to run aground, they just need better pathfinding so they recognise land and drive around it, not through it!

Jose.MaC
11-15-2005, 05:08 AM
For me, is better than in SH2. In high seas proves suficient. It has some shortcomings that have been balanced with more or less unrealistic abilities -as being able to change to "full ahead" to "full backwards" in a blink, or to have better detecting tools than they would- but in no way is as bad as in SH2, where with a single ping they got all your info.

All in all, I think is good -thought could be better! But cannot be compared with a playable destroyer.