My post:
I think my stance has been misinterpreted.
I am not against the advent of AI's that manage mundane tasks in Spring.
For example, I think that AI's that control my metal makers to turn off when I'm about to run out of energy is fantastic.
I do think that some AI's make redundant bits of TA that were not chores, but rather made the game good.
For example, if I can tell my units to attack, I rather like being able to tell them to split up, converge, retreat, etc. I feel like I am actually in command, as opposed to a link between my AI that is controlling my base, and my AI that is controlling my units in battle.
I feel that if I was to turn off any AI's and control things on my own,
I should never be at a disadvantage, but rather an advantage. This is the crux of my argument. An AI should never be a replacement for developing skill at the game.
I think many of you are having difficulty drawing the line between "this is a mundane task" and "this is a necessary battle skill".
Metal makers on/off - mundane task.
Units targetting radar targets - perhaps a mundane task (if it didn't make not having radars such a deathblow it'd be alright)
Unit pathfinding - mundane task
Telling your units which targets to attack during a battle -
necessary battle skill
Controlling the way your units react in battle situations -
necessary battle skill
(Note that simply responding to a threat is something which OTA did using the roam/maneuvre/hold position stances. This is a far better solution then having people make their own unit stances)
Some things which you are taking away are the things that divide good players from bad players. Tactical movements are irreversibly linked to grand strategic gameplay, and you can't honestly think that by removing tactical gameplay you will leave grand strategy untainted.
Making the learning curve shallower for newbies is one thing, but the effect of it is that it lowers the heights that those curves will ever attain.
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Now to answer various points:
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Ugh kixxe, you are one of the people that makes everyone throw up their arms in frustration.
I think group ai should be allowed in all it's forms. Why? since we have no problem yet!
Of course we have no problem, because it doesn't exist yet! Why should we expend time and energy on something that is highly controversial, and will be abandoned if it fails? Surely there are better things to spend your time on?
The problem being that someones using the group ai to cheat/andvandge/whatever.
Of course that is the problem. It is also the
point. The
point is that an AI will give you an advantage over your enemy.
The problem is that where this advantage becomes unfair, and whether it makes the game boring by absolving player skill
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aGorm: I feel that the radar targetting is a rather pertinent example of the divide between "this is a useful and helpful feature" and "this removes large amounts of intelligence in the game, as well as largely unbalancing it". But I do feel that it is detracting attention from the argument at hand, so I think I'll drop it.
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SJ:
Well in that case we should fix the problem with the engine and not shot the messenger. This is especially true since most things that can abused by an AI could also be to some degree abused by a player that just learns to click fast enough. We might not be able to get all bugs in a single release but spring is supposed to be an ongoing process and over several versions the bugs will be found and eliminated.
It is not a manager of shooting the messenger, but rather of constantly putting more and more bandaids to hold together someone who has a disease (no intended loaded dramatics), when it is the cure to the disease that is needed.
1: You massivly underestimate how hard it would be to create a good AI which means there will probably be only a few major ones created by groups of people which will more or less automatically mean they will be available for download.
Perhaps. But if you look at the way TA's unit making has progressed from simply giving units new stats to zwzsg's freak units, I think the AI progression will be quite quicker than you think, especially considering that someone with a better AI has the potential to beat a better player with a worse AI.
What is more, I don't think that you will get AI's that will play the game for you and beat a human player. There are no delusions there. I do think it would be possible, for example, to give the current aircraft suggestion, and give aircraft a completely automatic target list, so you click over the enemy base, and that is all you need to do.
From my perspective,
this removes vital parts of the game. There is no mundanity in picking targets for your units as you attack. It isn't a matter of being able to click faster.
If I want to launch a succesful air strike, I will send over scout planes, mark out the buildings I want to attack, and give the order for my bombers. This is a perfectly logical way of performing a bombing run, and it requires a level of skill in order to decide the best targets, and perform it.
It is the crux of my argument that the AI that decides what targets the bomber should get on its own cuts out the player from the loop, and
removes essential parts of the game, and essential parts of gameplay, which is what makes the game fun.
Now, I know I could just turn that AI off and do it myself. But the point is that someone who is using that AI immediately has an advantage over me. While I am busy scouting out the enemy base and selecting the best targets, my enemy can just click in my base and achieve the same results - minus the thought and effort.
2: Even if one assumes that a single person can create a superior AI what will give him the biggest ego boost, winning a few games or seeing everyone else use his AI?
You are missing the point.
It isn't a matter of that person getting an "Ego boost", it is a matter of
that player winning, without defeating his enemy through greater skill or intelligence.
And if everyone gets the AI, all the worse for Spring. Because as I argued earlier, they are no longer playing the game, the AI is. They cannot do it as well as the AI can, so they have to use the AI to be competitive.
3: Assuming that someone keep his superior AI secret, why is it worse to lose to someone because he can build a superior AI than because he can click faster than me ?
4: To make everything fair should I also outlaw computers above 2.6 GHz and mice with more than 1600 dpi since those might give the opponent an advantage over me ?
As I said earlier, any AI that removes the mundanity of the game without affecting the necessary skill required to play it is a good addition to the game.
I haven't advocated options whereby the person who can click faster will win. I have advocated options where the person who makes the best strategic and tactical decisions will win. This often results in fast clicking, but it isn't essential. OTA runs on similar principles, and you don't hear people screaming "no fair! you could click faster than me!". Again, I realise Spring isn't OTA; but there are certain elements that OTA
got right the first time that it would be silly to ignore.
Consider the example of the aircraft picking their targets automatically via AI. This removes strategic decision, and tactical intervention of the player. It removes gameplay from the game, and yet if it were implemented, everyone would be forced to run it, or risk becoming uncompetitive versus a player who is running it. This is an interactive game we are talking about. Telling your units what to do is the whole point. I'm not saying that units should be absolute morons and sit there being pummelled without response, but at the same time they shouldn't go off and fight the whole war for me. You have to strike a balance; one which I think you are teetering over the edge with.
Then the answear would be to weaken defenses, not to force the player to click like mad on the minimap. Although as a counterpoint i have also seen several ppl saying that defenses are now too weak and must be strengtened ....
Another bandaid fix.
"making defences weaker" doesn't fix the fact that radar effectively extends units LOS to radar range, so that they will always fire at their maximum range. This means that any unit which has a radar supporting it becomes instantly twice as powerful. And units only really have radar support, until the late game, when they are defending. What it effectively has done has turned radar from something which lets you keep an eye on your enemy, into something which is effectively a level 1 targetting facility.
Surely there is a reason why Cavedog decided not to make autofiring a default, but rather include a unit to allow it?
Assume that player 1 know about metal extractors but player 2 dont. Should we then outlaw metal extractors since these will clearly give player 1 an advantage against an otherwise equally skilled player 2
This is a silly reductionist argument that completely misses the point.
What happens if player 1 and player 2 are of equal skill, but player 1 has a better AI. Surely the game should be very close, and player 2 should have an equal amount of winning as player 1, based on their skill levels. unbalanced AI's prevent this.
What happens if player 2 is a slightly better than player 1, but player 1 has a better AI then player 2? Shouldn't by all logical rights, player 2 defeat player 1? Can you say that with AI's, this will always be the case?
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Felix:
Yes, because we all know that elitism is the answer to all problems.
Perhaps with Storm there is a level of elitism, but he isn't entirely wrong with the level of intelligence pervading these forums. Although I am happy that this conversation has turned much more rational. For the most part.
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Yeha:
You want your units to fire on radar dots on the map, your units should know that and fire on them by themself without you having to constanly clicking on them.
While this addresses micro management issues, it does not address the numerous gameplay issues which arise from this change. Frankly, I would rather have patrolling spotter units to increase the range of my units, occasionally instructing my units to fire on radar signatures, then make attacking in the first part of the game impossible, porcing insanely easier (which always makes for a boring game) and aircraft useless.
The unit AI should help you execute your orders to your wishes, not stand and do nothing because you don't have enough time to click on every singel one of them. You should be able to lay out a good strategy and have you unit execute it and knowing your intention without having to individualy babysit them for maximum performance.
I partially agree with you, and partially disagree with you.
Yes, units shouldn't sit there and do nothing when fighting. But this didn't happen in OTA (usually), and there were no complex unit AI's. I could even control how I wanted unit responses with holdfire/returnfire/fireatwill and roam/maneuvre/holdposition. These were very limited unit AI's, which stopped my units from doing stupid things, but never made my units so clever as to think they are smarter than what I have told them to do.
I think I should have to babysit my units for maximum importance. This is the whole idea of controlling an attack. Its the same as closing your eyes in the middle of a game of sport. Evidently you aren't going to do as well, because you can't respond to threats, and alter your attack route, etc.
"babysitting" is a derogatory word for "tactically controlling" your units. Obviously, I want my units to shoot back at threats. This is helpful AI. But I don't want my units to think they can make tactical decisions for me.
For example, a common tactical strategy is to divide your forces in the middle of combat. The effect of this is that it divides your enemy's firepower between two targets, while you focus on one. Of course, if I am in the middle of a battle, and I see that there are enemy units to the side, or that dividing my forces will unnacceptibly weaken my main force, I won't do it. I don't want my units making their own decisions for themselves, because I am able to take in many different factors, while they are only able to run what they algorithm tells them to run.
For all I know, my units will try a flanking maneuvre, meaning that half my forces runs into an HLT and gets flattened, and the other half is now too weak to respond.
... or do you want them to cowardly escape home when damaged a bit?
This is exactly what I don't want. If I want my units to retreat
I will give them that order. What if there is a nuke that is about to fire, with a sliver of health left, and my units decide they can't win the battle and retreat? Of course they can't win the battle. I don't need them to survive, I need them to kill that nuke!
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Alantai:
because I'm tired of leading the only project that seems to have gotten anywhere while possible other projects could be hiding waiting for me to complete first and be harassed and flamed, remember there are high expectations of me and I haven't got much help.
Your project has gotten anywhere? Really? Care to show us how far your AI has gotten compared to something like, Buggis map program, perhaps?
And the only reason there are high expectations of you is become you have trumped up your AI so much.
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Sorry for the long post. Thank you for reading it all, if you've got this far.