Re: pretty quiet in the forum lately
Yeah, I agree, strategy AIs are definetely harder to code than shooter AIs (hehe, but there are examples of extraordinary shooter AI that are just better than the AI in COD, Medal of Honour etc., look at F.E.A.R. or Far Cry, way harder opponents than in these newer shooters). Shooter AI is better in games where the opponents really work together in teams, try to flank you, use group tactics etc. You don't really see that in Call of Duty. A good example for a good AI in an Indie strategy game is AI War. This has one of the hardest AI's in an RTS ever. But they have far more support from the community, worked together with them to improve the game even before it was released (extensive open betas etc.). And it constantly gets new updates. I don't see that in WS. Another example is Armada 2526 by Neutronium Games. It was made by R.T. Smith, the guy behind the Total War Series, who quit Creative Assembly to found his own independent company. Armada has way better AI than WS (except in the real time tactical sequences). They didn't release too much patches but got their product working pretty good, I think. Malfador simply must do something to improve the game, otherwise it will be a total disaster for them.
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