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I think SHIV must improve the DD'intelligence(NEW)
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W_clear



Joined: 12 Apr 2005
Posts: 93

PostPosted: Thu Apr 06, 2006 9:22 pm    Post subject: I think SHIV must improve the DD'intelligence(NEW) Reply with quote

1. Improve AI's AI
1.1. improve depth charge accuracy of DD
1.2. revise turnaround radius of DD after bypassing the sub(which should require more distance)
1.3. increase closing speed of DD
1.4. improve search capability of DD against Sub

2. Maneuverability
2.1. multiple players on same sub
2.2. adjustable game difficulty(should be sigificant difference between Easy and Real) for players at various level
2.3. full career design feature in misson editor(not just single or online missions)
2.4. encrypted config.ini for all ships and subs so that no easy parameter cracking or modification
2.5. NO icon or label displayed on map at Real-class(100%) difficulty, all bearing math/config should be completed by player with his own efforts, i.e., full manual approach(using gyroscope)
2.6. more manual operability for Radar

3. Graphics
3.1. add 3D interface for other cabins, and motion of crews
3.2. more crew members can be dragged to be standing on to the bridge to create better moods(especially during leaving and/or returning base)
3.3. add Shift+F2 feature on the bridge so that crew members can move freely
3.4. add crew member moving up and down of periscope real-time at 3D commanding room
3.5. for F3 interface, background of the commanding room and crew members in the room should be moving when the periscope is rotating, while a Torpedo Control panel can be added to fire torpedos(just like SH2)
3.6. improve texture details of all ships
3.7. add more types of history ships
3.8. add more 3D motions for the crew members
3.9. more cloud evolution at different weathers, not just two texture files for every situation
3.10. improve water spray effects, especially for water column effects of gun fire
3.11. improve sea water color diversity for different oceans and depth levels.

4. Sound Effects
4.1 improve sound effect diversity, not just like one single gun fire sound for all guns. (so depth charge detonation should hear different above and under sea
4.2 add emotional tone feature for dialogues, not just like recitation

5. controllable DDs are MOST MOST MOST wanted!!!!!!!!!!!


Last edited by W_clear on Fri Apr 07, 2006 7:44 pm; edited 1 time in total
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Torplexed



Joined: 25 Dec 2001
Posts: 1194
Location: Seattle, WA

PostPosted: Thu Apr 06, 2006 9:48 pm    Post subject: Reply with quote

Given the poor historical sub kill rate of Japanese destroyers and sub chasers the current DD 'AI' might be spot on. Japanese surface forces, including those working in concert with aircraft, were involved in only 22 of the total 52 USN submarine losses in WW2. :hmm:
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The Noob



Joined: 28 Sep 2005
Posts: 191
Location: Far Away

PostPosted: Fri Apr 07, 2006 12:31 pm    Post subject: Reply with quote

Come On!

We Want a Fun and Challenging Game!

Keep is as Realistic as Possible, BUT Please Make The AI So Good That The Fight is Challenging and Fun/Hell! Joking Damn
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Godalmighty83



Joined: 11 May 2005
Posts: 207

PostPosted: Fri Apr 07, 2006 3:33 pm    Post subject: Reply with quote

the AI already cheats, no need to make it any worse.
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thyro



Joined: 24 Mar 2006
Posts: 109

PostPosted: Fri Apr 07, 2006 3:47 pm    Post subject: Re: I think SHIV must improve the DD'intelligence Reply with quote

W_clear wrote:
Improve the DD'intelligence to have more highter precision of droping deepcharges on the subs!

the DD,should run more fast into the head of the sub than now before drop the deepcharges,after the DD do it ,It will go away far more than just now.

and ability of search for sub,should be improve in SH4


I completly agree with "Improve the DD's Intelligence"

But ... also allowing players to play in DDs (like Enigma rising tide) and PVP, destroyer command vs SH.

Beside to play against computer well it will always cheat because AI (IA) will never reach human inteligence and inventive solutions.

Once you know the game mechanics you know how a DD AI/IA would work and what will be the next step... so no challenge enough...
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Torplexed



Joined: 25 Dec 2001
Posts: 1194
Location: Seattle, WA

PostPosted: Fri Apr 07, 2006 7:27 pm    Post subject: Reply with quote

Yeah...there's your best hope. Human controlled DDs would be so unpredictable compared to an AI. Here's hoping for DCII someday. Thumbs Up
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Der Teddy Bar



Joined: 10 Jan 2002
Posts: 1360

PostPosted: Fri Apr 07, 2006 7:35 pm    Post subject: Reply with quote

What SHIII sorely missed that has made it so easy to sail up and down the English Coastline as if you own it is that there is no overiding AI in the forma of a Coastal Command.

Essentiall, in SHIII, the AI forgets that you ever where there is under an hour .

It needs to be that if you sink a ship in location A that staying there is dangerous so it is best to move to location B.

Aside from that, the escorts need to be able to stay around for 12 to 24 hours and they need improved search patterns.
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W_clear



Joined: 12 Apr 2005
Posts: 93

PostPosted: Fri Apr 07, 2006 7:47 pm    Post subject: . Reply with quote

Hope every one to appeal together

Must make DC2 !!!!!!1!!!!!!!!!!1
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CCIP



Joined: 17 Apr 2005
Posts: 3224
Location: Ottawa, Canada [Grid BA7311]

PostPosted: Fri Apr 07, 2006 8:45 pm    Post subject: Reply with quote

Der Teddy Bar wrote:
What SHIII sorely missed that has made it so easy to sail up and down the English Coastline as if you own it is that there is no overiding AI in the forma of a Coastal Command.

Essentiall, in SHIII, the AI forgets that you ever where there is under an hour .

It needs to be that if you sink a ship in location A that staying there is dangerous so it is best to move to location B.


To sum this up, it's what I've been saying all along:

SHIII has tactical AI (which is far from perfect), but lacks a strategic AI (all "strategic" movements are purely random and aren't in any way affected by a player's actions).

The lack of a strategic AI is what, to me, disqualifies SHIII from having a true dynamic campaign (as opposed to Falcon 4.0, for example). I think this is something that a real dynamic subsim will need.

It's probably a big undertaking, and I seriously doubt we'll see it in SHIV. Granted, I'd be willing to let it go if it means more work on the tactical AI - I'd rather have a fully-working tactical AI than a half-working tactical AI (as we have it now) and a half-working strategic AI.

:hmm:
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Subnuts



Joined: 22 Feb 2005
Posts: 113
Location: Connecticut

PostPosted: Fri Apr 07, 2006 9:29 pm    Post subject: Reply with quote

CCIP wrote:
Der Teddy Bar wrote:
What SHIII sorely missed that has made it so easy to sail up and down the English Coastline as if you own it is that there is no overiding AI in the forma of a Coastal Command.

Essentiall, in SHIII, the AI forgets that you ever where there is under an hour .

It needs to be that if you sink a ship in location A that staying there is dangerous so it is best to move to location B.


To sum this up, it's what I've been saying all along:

SHIII has tactical AI (which is far from perfect), but lacks a strategic AI (all "strategic" movements are purely random and aren't in any way affected by a player's actions).

The lack of a strategic AI is what, to me, disqualifies SHIII from having a true dynamic campaign (as opposed to Falcon 4.0, for example). I think this is something that a real dynamic subsim will need.

It's probably a big undertaking, and I seriously doubt we'll see it in SHIV. Granted, I'd be willing to let it go if it means more work on the tactical AI - I'd rather have a fully-working tactical AI than a half-working tactical AI (as we have it now) and a half-working strategic AI.

:hmm:


Actually, last night I was thinking about how certain strategic elements could be implemented into the SHIV campaign.

Anybody ever play the game Pacific War? Convoys were crucial in the game. Say a 6,000 ton maru is carrying "150 units" of supplies to a distant Japanese garrison. If it gets sunk, the supplies fail to arrive, and the forces at the merchant's destination can no longer hold out as long.

If I sink a troop transport, all of the AFVs and artillery pieces are lost, and the game calculates how many troops are killed depending on how long it takes the ship to sink. If you sink an aircraft carrier, Japenese offensive operations are curtailed in that area due to loss of air cover. If you sink a destroyer, it will makes everyone's job easier in the long run. And so on. Tankers are crucial, sink enough of them and the Japanese war machine grinds to a halt.

With a random computer-controlled campaign, you wouldn't fight the same war over and over. Midway might not happen, Bataan might not fall, the Japenese might capture North Australia, and so on. A basic submarine AI on both sides could implemented (the AI commander would send them strategic locations to support current operations). I know many are clamoring for sub AI, but at the very least, the player should run into their own side every now and then (with a chance of friendly fire in poor weather!), and be presented with a weekly report of enemy sinkings, and SIGINT reports of axis operations.

Why I find such things interesting is because the US submarine force succeded where the German failed: it almost strangled the Japanese empire. Perhaps not as fascinating as the Atlantic, but more interesting on a "nuts-and-bolts" strategic level, where every major sinking hurts Japan in the end.
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Torplexed



Joined: 25 Dec 2001
Posts: 1194
Location: Seattle, WA

PostPosted: Fri Apr 07, 2006 10:01 pm    Post subject: Reply with quote

Subnuts wrote:
Anybody ever play the game Pacific War? Convoys were crucial in the game. Say a 6,000 ton maru is carrying "150 units" of supplies to a distant Japanese garrison. If it gets sunk, the supplies fail to arrive, and the forces at the merchant's destination can no longer hold out as long.

If I sink a troop transport, all of the AFVs and artillery pieces are lost, and the game calculates how many troops are killed depending on how long it takes the ship to sink. If you sink an aircraft carrier, Japenese offensive operations are curtailed in that area due to loss of air cover. If you sink a destroyer, it will makes everyone's job easier in the long run. And so on. Tankers are crucial, sink enough of them and the Japanese war machine grinds to a halt.



Been years since I played Pacific War. I have played Gary Gribsby's War in the Pacific. In that strategic level game you got every submarine in the Allied and Japanese inventories...including the Dutch and British ones. Was interesting controlling an entire submarine campaign from the grand strategy position and watching the slow attrition on that level. Unfortunately, you also got every ship in the Pacific war from minesweepers and PT boats on up which made it difficult to always keep perfect tab on what all your subs and ships were doing. Then there was also a land war to fight too...Surprised

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JU_88



Joined: 05 Jan 2006
Posts: 65
Location: UK

PostPosted: Sat Apr 08, 2006 6:03 am    Post subject: Reply with quote

Of all the AI in SH3 i think that escort AI needs the least amount of work, My only major gripe with DDs is they inability to aviod landmass and running aground.

Merchent AI is just about adquate.

Aircraft AI is very poor and neds work (its place holder AI)

SUb AI - there isnt any! this has got to change!

There is also no AI inplace to allow other vessels or aircraft to launch torpeedos, this must be corrected for the pacific, where PT boats and torpeedo bombers played a big part!
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Sat Apr 08, 2006 6:28 am    Post subject: Reply with quote

Torplexed wrote:
...
I have played Gary Gribsby's War in the Pacific. In that strategic level game you got every submarine in the Allied and Japanese inventories...including the Dutch and British ones. Was interesting controlling an entire submarine campaign from the grand strategy position and watching the slow attrition on that level. Unfortunately, you also got every ship in the Pacific war from minesweepers and PT boats on up which made it difficult to always keep perfect tab on what all your subs and ships were doing. Then there was also a land war to fight too...Surprised



I've got WitP and love it. For those who don't know, it's a traditional hex map, board-game style sim (Matrix Games).

http://www.matrixgames.com/

You're right, there is a huge amount of detail to keep up with - too much for most people. Definitely not for the "shooter" crowd. If you ever want to play a PBEM game of WitP let me know.

Sorry for going OT, there. Smile
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Torplexed



Joined: 25 Dec 2001
Posts: 1194
Location: Seattle, WA

PostPosted: Sat Apr 08, 2006 11:04 am    Post subject: Reply with quote

Tempting DeepSix...I'll have to think on it. The most daunting thing about the campaign game in WITP is it's epic length. At one day turns about 1600 plus turns. I played against the AI once (poor opponent) and even though I achieved victory over Japan in 1943 it still took a good five months of game-playing every day. It's such a strategic mis-match too. Japan is pretty much buried under an Allied avalanche by mid-game. Fun to try tho.

However, it might be a nice way to pass the time until SH4 comes out. Cool
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Sat Apr 08, 2006 3:15 pm    Post subject: Reply with quote

Torplexed wrote:
...
However, it might be a nice way to pass the time until SH4 comes out. Cool


LOL, yeah, we might finish up (maybe) about the time SH4 hits the shelves. You're right, it is a *really* long game - even against the AI I find that if I go for more than a few days without playing a turn, I fall out of the loop and forget what units I had going where.

Well, I'll leave the invite open. I might even be persuaded to play as the Japanese (they do have it tough in the game).

Cheers Smile
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