Dev Diary #3
Through the Eyes of the Computer Player
[p]Flashpoint Campaigns puts the player in the command post, planning and supervising the battle to defeat the opposing forces. As the commander, the player issues orders which are executed by the companies and platoons, represented by unit counters on the map. To make this a dynamic and engaging experience, the game’s AI (artificial intelligence) plays three important roles:[/p][p]1. A skilled opponent, commanding the enemy forces. Even though scenarios may come with battle plans that define the initial maneuvers, the computer player still needs to supervise all units not involved in those battle plans, and finish the fight with all units once the battle plans have been completed.[/p][p]2. Tactical and autonomous unit level behavior for platoons and companies on the map operate within the boundaries of the orders and standard operating procedures (SOPs). During the game’s orders resolution phase, where the player commander intervenes, these units execute their given orders and respond per SOP to events and unforeseen situations. The unit’s tactical behavior needs to be sound and competent, so that the battle’s success is determined by the commander’s planning and supervision.[/p][p]3. Streamline the process of issuing complex orders in a single orders phase, to maneuver in formation, cross future bridges and minefield gaps, or perform follow-on actions after an airborne insertion.[/p][p]Coordination of Ground Maneuvers and Fire Support
[p]The Computer Player has been upgraded to coordinate fire-support with planned ground maneuvers. When it has available fire-support assets such as artillery, attack helicopters, or close-air-support, it will coordinate fire support as follows: it will first identify the most important planned ground maneuvers, then predict the potential threats on the front and flanks of these ground maneuvers, and finally assign missions to the fire-support assets to destroy or suppress these threats.[/p][p]The Computer Player is capable of this coordination both when the Battle Plans are being executed and when Battle Plans have been completed; the only requirement is that unallocated fire support assets are available (and not tied up in Battle Plan missions of their own).[/p][p]Improved Helicopter Movement and Unit Withdrawal
[p]Attack helicopters are a symbol of the Cold War era: these “gunships” could be quickly ordered across the battlefield to halt an armored attack or cover an open flank. Well-timed use of these attack helicopters can change the battle and our beta-testers have consistently demonstrated this. However, our beta-testers also reported that the helicopter unit behavior let them down when the gunships attempted to return to their FARP base to replenish ammo.[/p][p]The problem was that the helicopters would take a quick and short route back to the FARP, potentially traversing hostile held terrain and ground covered by known hostile air-defense systems.[/p][p]For Flashpoint Campaigns: Cold War, we introduced the following improvements:[/p]- [p]helicopters now use the ‘stealth’ pathfinding preference when returning to the FARP, thereby preferring low terrain, valleys, protection from hill sides, and avoiding crossing ridges at the highest point[/p]
- [p]in addition, helicopter pathfinding also considers the map of spotted and recently lost-track-of hostile air-defense systems, aiming to avoid terrain covered by these systems.[/p]
- [p]the chosen withdraw location chosen was not always the most suitable location[/p]
- [p]the path to that location could expose the unit to increased danger[/p]
- [p]even a seemingly perfect withdrawal path and location could be rendered useless due to new enemy units appearing in the time between the decision and the actual start of the movement (when the unit is fully mounted up)[/p]
Assisting with Complex Orders in a Single Orders Phase
[p]As commander in Flashpoint Campaigns: Cold War, you issue orders for 15 to 60 minutes of game time. It is important to be able to issue orders for that duration, even when the orders involve coordination between several units’ actions. The game’s AI facilitates this.[/p][p]For example, the commander can order a bridge layer unit to place a bridge across a minor river, and, in the same orders phase, plot a tank company assault across that still-to-be-placed bridge. The AI’s pathfinding knows how to deal with future bridges and supports planning movements beyond the bridge accordingly.[/p][p]For Flashpoint Campaigns: Cold War, we expanded this with the capability to issue follow-on orders to airborne forces that will be inserted, as soon as the orders to corresponding air transport units define the future landing zone. This enables the player to plan and command complex airborne assaults with airborne forces seizing objectives all in a single order phase. This is illustrated below for an airborne engineer unit with orders to blow a bridge immediately after being inserted.[/p][p][/p][p]