How to deal with the SOV sneaking mission through enemy lines with AI team mates

Moderators: Dmorok, kju

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kju
IFA3 Dev.
Posts: 255
Joined: Thu Jan 26, 2017 7:35 pm

How to deal with the SOV sneaking mission through enemy lines with AI team mates

Post by kju » Wed Nov 13, 2019 5:30 am

1. if detected, you get revealed for the whole GER side - aka you are mostly dead as result
2. if detected, it spans more people looking for you
3. your whole squad needs to pass through the phases to continue - ofc you could sacrifice your team members and go by yourself, making it easier, yet harder in the last phase of the mission

now dragging your AI squad (4 ppl) is very much based on luck and AI randomness
so one way would be to pass even if you reach it alone, but kinda defeats the purpose of having a team

one option is to make it you progress when you as player reach the WP in cadet mode and only in higher diffcult carry your group

kju
IFA3 Dev.
Posts: 255
Joined: Thu Jan 26, 2017 7:35 pm

Post by kju » Wed Nov 13, 2019 5:31 am

> Kerc
AI are probably not reliable enough for that kind of thing i'd fake them
have them move up at set intervals or something similar

> kju
in the original design the mission is very hard to complete in A3 (as AI infantry cannot follow you properly, doesnt hold fire strictly when enemy gets too close, different capabilities of AI in the night, terrain lighting)

> Kerc
so is 1. not something that's added to the mission itself?
cuz I dont think thats normal behaviour

> kju
yes but thats the design of the mission
you need to remain undetected
otherwise you are basically dead

> Kerc
ok i'd just fake the ai frankly
its just going to be annoying for players to baby sit the brain dead morons
or set them captive so the enemy doesnt even care about them

> Massimo
A possible solution could be to start alone and sneak troughtout the enemies and then to meet your squad in a more secure place.
Once you've reached your squad you can proceed with them for the rest of the mission...

> kju
yeah its a good idea design wise -need to check how much it fits the current design and dialogs (edit: not really)

another could be actually teamswitch - so doing it one by one multiple times. this could get too stressful though

Enfield
Posts: 2
Joined: Sat Jul 06, 2019 3:55 am

Post by Enfield » Sat Dec 07, 2019 2:16 pm

in first phase it can be pass by only crawling, player need to command AI to prone
it's hardore, but feasible

Second phase is differend, there is woods and AI sticks to trees and there's not enough time at all to, the patrol is crossing their waypoints too fast. Here is need redesign, maybe adding a time waiting between waypoints or expand the restricting trigger with patrol waypoints along the road

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