Hi! What a nice weekend) Let's talk a bit, if you don't mind:
1) Is what being discussed above means that BAI knows whether you drop something on ground and marks this as enemy position?
If yes, then would it be within line of sight or everywhere on the map?
2) I read the statement about snipers. This is one of particular winning strategies for players. There is bunch of them, and I can't believe BAI can adapt to every single one.
Like, your initial intention so AI avoids proximity grenades = minus one strategy for player.
Human's brain is a thing that tries to crack and abuse any (pseudo)winning mechanic both in game and IRL.
3) How would AI understand that it's push time? It has to peek, otherwise the active battle map transforms into trap/puzzle, which is worst experience from the player's perspective. Personally, I would agree to play if they will not exceed 20-30% times overall.
4) Look at the scenario: 15 units came in craft, 2 are out, others are standing inside behind the doors (let it be Triton). What 20 enemies will do? Will BAI estimate overall enemy amount as 2? Will it push? Or AI knows that 15 units came and will run for cover from turn 1?
5) This particular question is quite important, because what else will make player feel that it plays vs sentient AI otherwise than chess-AI. The chess-AI leaves worst and most disgusting taste after each battle, steals fun.
6) I would still leave nerfed option for near-casual players, only because it's already there.
Thus you will allow play SH (what most prefer because it is better for overall gameplay progress. More enemies = more experience to soldiers, better scores, more loot).
The change to how intelligence works is basically a shift from low intelligence causing occasional massive blunders to low intelligence causing inaccuracies
Well, that's fair. But let me represent literally everyone here on forum:
All-hiding is boring! We want random strategies!7) What do you think, can you split enemies on the single map into BAI units and vanilla units? This will make more sense in terms of overall efficiency. Vanilla units do what the do in vanilla game (doubtful effectiveness, yet still makes heat), BAI units do what they do as intended.
They share vision, may it even sometimes be sniper-spotter vision.
This approach may work a little bit better than BAI makes blunders itself.
The amount of VAI/BAI may be random.
The VAI/BAI control may be static or random too.
Each mission makes unique experience. Some are easier, some are tougher.
Players never guesses what comes next.
Surplus here that initial enemy units layouts can be whatever from "all covered inside somewhere" to all standing around your Humvee, facing you with RPG's in their hands.
Have you had time/curiosity to see the Osiron Hacienda save?
It is wonderful map for AI to take multiple strategies, all winning. Both covering inside and sturming player's positions with massive attack.
9) Do you think it worth effort to teach BAI to estimate storming possibility/efficiency by measuring amount of bullets and DPS player caused within first 2-4 turns?
UPD.
I want to propose you a thing, that will draw additional attention: silenced/loud weapons mechanic. This is purely AI mechanic. Right now there's no such presented.
Loud reveals the area of possible player unit location, while silenced makes AI understand they under siege, still not knowing where exactly enemy is. Could be good thing to brainstorm the logics.