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Ramping
up the Artificial Intelligence |
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Part
II |
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Introduction |
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| Welcome to Part Two
of our look at some of the AI changes to Falcon 4.0: Allied
Force. Last week we outlined the most significant improvements
to the Air component, to improve realism and immersion. This week
it is the Ground element and we explain how this has added a new
“dynamic” to the battlefield. Sylvain Gagnon and Mike Laskey
detail how the ground war has been transformed. |
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Air
to Ground Attacks
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| Considerable
work has also enhanced the way the AI prosecute attacks against
ground targets. The AI will jink and go defensive depending on the
concentration of AAA fire. They will also manoeuvre to spoof the
AAA by varying altitude when flying through AAA but will also
attempt to drop weapons as part of the mission goal. But, if the
AAA is excessive, making it too dangerous to go in, the AI may not
end up dropping bombs at all, which saves them from being shot
down. Again, this is closer to the tactics of a human pilot, who
might well decide to abort the mission. |
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| SEAD
Escort will also hunt down nearby en-route SAM sites (and not just
at the target waypoint) and kill their radars before resuming its
mission so the main flight has a better survival rate.
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Ground
Avoidance
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| Like
all competent pilots, the simulated pilots in Falcon 4.0:
Allied Force can fly at 100 feet AGL and not crash into the
ground, even over hilly terrain like in the Balkans. |
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FAC
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| Yes,
the role of the Forward Air Controller is modelled in Falcon
4.0: Allied Force. If you are assigned to a Close Air Support
(CAS) flight, you check in with the FAC which will direct you to
the target. |
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player can also be the FAC and direct other flights, be they AI or
human. If a player chooses to be the FAC, he declares that he is
“In” the FAC role, and ready to assign targets. When
established in the role, other aircraft on the CAS mission will
check in with the player flying as FAC, and request targets. Then
it is a matter of bugging the target and telling one of the
checked-in aircraft to attack. |
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| If
you take the CAS mission, you check in with the FAC and wait for
it to give you a target. Once you’ve finished, you check out. |
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OCA
Strikes |
| Efficiently
delivering an attack against an airbase requires nerves of steel
for the pilots of Falcon 4.0: Allied Force. Here at Lead
Pursuit we greatly enjoyed the challenge of enabling both human
and virtual pilots to interact and deliver a powerful punch
against enemy airbases. Naturally with the enemy being the bad
guys, they will attempt to use the same techniques against your
airbases, so protect your airspace and be ready to accept a
scramble mission if inbound bombers are detected by AWACS! |
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Reviewing the flight
recorder after a safe landing enables you to observe precisely how
events occurred. In training or other learning environments, the
ability to step through the flight in slow-motion or real-time is a
valuable aid to improving technique.
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| Speaking
of improving technique, both human and AI pilots are equally
capable of missing the target if distracted, which is less likely
to occur of course with higher skilled pilots! |
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Ground
Units
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Ground units now react
to the dynamic circumstances in which they find themselves in. For
example, they will now go defensive and spread out of formation
once a bomb attack is underway. |
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This tactic mitigates
the losses the unit might suffer, no longer are they sitting ducks. |
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The human player may
successfully get one pass, but after that the AI controlling the
ground units will cause them to separate, unless they are radar
vehicles, SAM launchers or AAA. Because these are trying to shoot
you down, they will remain in position. |
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In the original Falcon
4.0, engineer battalions were present in the campaign, and moved
about, but didn’t actually serve any purpose. In Falcon 4.0:
Allied Force, this has completely changed. Engineer battalions
can make the difference between repairing a bridge within a few
hours to it taking over a day or even longer.
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Your forces will now
call in engineer battalions and the engineers will respond to the
highest priority. Let’s say they are working on fixing up an
airbase control tower when they receive a call to fix a front-line
bridge. The engineers, providing they are within a realistic range
of the damage site, will attempt to travel to the higher priority
installation and hopefully effect a repair. |
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They are only human
however, and in the heat of battle they too want to stay alive, so
don't necessarily expect them to throw themselves to the mercy of
the enemy. |
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Controlling
the ground war
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| Although
this is deliberately not the major focus of Falcon 4.0: Allied
Force, we recognised that sometimes players may want to assume
a larger role in how the campaign plays out. |
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We
achieve this by offering manual movement control of the ground
units in the 2D campaign map environment. Ground units such as
infantry battalions will correctly follow the orders of their
superiors by default, but players can now override these orders at
a battalion level. |
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Let’s say a bridge has
been destroyed, you can now manually task an engineer battalion to
repair it. If you identify an asset particularly valuable to a
strategy you are attempting, you can task tank battalions or mobile
SAM unit to defend it. Finally after destroying a runway, you might
see opportunity to capture the installation and then move in the
defense battalions and engineers to repair the objective under its
new ownership.
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The
“new” Order of Battle |
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| The
Order of Battle, or “OOB” feature of the original Falcon 4.0
has received a complete overhaul for Falcon 4.0: Allied Force.
Players of the original will recognise that the OOB feature was
non-functional other than displaying the initial state of war
assets. This is no longer the case. |
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| The OOB
is now subject to fog of war, meaning that enemy battalions will
not be displayed in the OOB until they have been discovered on the
battlefield by your forces. Information about the enemy becomes
stale and inaccurate over time if you and your forces do not
manage to keep these battalions in-sight. |
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same is true for naval forces, and for objectives, the operational
level of objectives such as power stations, factories, army bases
and airbases is now accurately displayed and updated during the
war effort. But this is now straying well into campaign territory,
and this is examined in depth next week. |
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