I have a variety of proposals regarding AI awareness and detection, as well as a new gradient camouflage system to add some realism to detection and camo. I know it is a lot but I truly think that these additions would be a phenomenal AI upgrade.
First, enemies need to be able to visually and audible track stimulus more accurately, although not as well as real people. I think that their visual detection ranges should be increased a bit, in relative proportion to their weapons system. (Snipers should see further than rifleman who should see further than breachers)
If I am I am standing in an open and flat field with no visual obstructions, a sniper should be able to see me at 150-200m and rifleman at 75-100.
If I am I am crouched in an open and flat field with no visual obstructions, a sniper should be able to see me at 150-200m and rifleman at 50-75m.
If I am I am prone in an open and flat field with no visual obstructions, a sniper should be able to see me at 150-200m and rifleman at 25-50m.
I think a gradient visual camouflage system would be good. This would mean a few levels or tiers of camo, ranging from completely visible to completely invisible. This includes visual and auditory camo; meaning that your movements would make varying levels of noise and things such as rain, cars, generators, or talking would help drown out your noise. Your movements would also draw varying levels of visual attention; meaning that someone sprinting catches attention, and army crawling still moves a lot, but a very slow-paced low crawl is nearly undetectable. Many factors would affect the level of camouflage as well, such as: How many angles are you concealed from? How far away is the observer? (further things are harder to identify) How deep into the shrub/grass are you? Does your ghillie suit color and texture match? Are you standing, crouched or prone? Are you moving? How fast are you moving? Is there something visually between us? Is it day or night? Are you in a shadow or in the light?
At maximum visibility (running with no visual obstructions), you should be visually detectable from ~150m away but at minimum visibility (laying still in a shadow while prone in a matching ghillie suit), a patrol should be able to nearly step on you (go read Carlos Hathcock's book). Only having 1 factor (ie. not moving or prone or in a shadow) will not conceal your position. The first level of camo would be when 2 factors are simultaneously met (laying still). As more factors accumulate, the level of camouflage goes up. Certain factors are weighed more heavily than others and some counteract others. For example, if you're concealed from all angles while wearing a ghillie suit in a bush, it doesn't matter if you are standing or prone, as long as you're not visible. Also, even if you're laying down and in a bush, if you move quickly, that will be obvious.
I also think a gradient awareness system would be great, instead of either "detected" or "not detected". Enemies would have different levels of alertness that depends on what actions they observed. With every enemy starting on 'calm', then becoming 'alert' if they hear a bullet casing fall, footsteps, or rustling in a bush, or see a bush moving, then become 'suspicious' if they see a player for a quick second, hear a suppressed shot, etc, then turn into 'aggressive' if they are confident they know there is a threat but are unaware of your exact location, and finally 'combative' for when they know where you are and are engaged in combat.
Lastly, why does the ghillie suit not matter? I feel like if you are wearing the ghillie suit and you go prone in 10 inch tall grass, the "camo affect" (where the edge of your screen darkens) should be in play but if I am in Navy BDUs laying in grass, AI should easily see me.
Additionally, if I am clearly back-lit / creating a huge shadow or silhouette at 100m, AI should AT LEAST become suspicious and search the area if not become aggressive or combative. That is all for me folks, thanks to anyone that read all this garabage.
TLDR= add a gradual AI detection system so enemies go from calm to alert to suspicious to combative & add levels of camouflage and have many factors affect that level.
I would like to see different TIERED enemies. For the moment the TIERS seem to be only damage related (ie Bullet Sponges). How about enemies with bad aim? Poor motivation and training. For Example: Tier 1: Well led and trained, always counter attacking when ambushed. Always communicating, so when a person dies it's noticed that their radio is quiet. Always attacking from the front and at least one flank (perhaps the rear) when attacking. When patrolling always able to discover tracks and signs of travel. While on defense, always monitoring perimeter defenses and compromises.
Tier 2: Mixed. Well led but some are poorly experienced and poorly disciplined and therefore easily distracted. They forget their radio calls. They aren't all crack shots especially on full auto. NOBODY should be a good shot when firing from the hip at full auto.
Tier 3: Poorly led, mixed good and poor fighters. No coordination in attacks. Often spray and pray. They exist in larger numbers than Tier 1s. Poor Discipline: often bunching up, arguing, never wanting to stick their head up, never wanting to be first to enter a door way or move out of cover for an attack.
Tier 4: Poorly led and poorly motivated. They always spray and pray. Will surrender or run away if overwhelmed from flanks, explosives, losing their leader, or from seeing someone die next to them. They will fire on each other if spooked or when doing a complex attack from different directions. Poor Operational Security and poor SOPs when in the field. Some enemy AIs will inform/defect to you without prompting.
Tier 5: All of Tier 4 plus they fall asleep and have poor stamina. Will lose interest in fighting or investigating a noise and walk away. Even walk home.
In regards to Friendly AIs. Please allow for us to command Resistance Fighters with limited commands of Attack, Move to, Hold/Wait, Defend, Hide, Follow Me. Allow for more Complex Commands for the Professional AIs (ie Ghosts, Rainbow Six, etc). Think Socom Navy Seals and early Rainbow Six Games. Also I like the different skills of the Rainbow Six agents. Have different skills and customizeable loadouts for all Professional AIs. CQB/Breaching Skill, Sniper Skill, Hacking/Electronics Skill, Tracking Skill, Mechanic and hot wiring skill, Weapon and optics repair skill, Pilot Skill. Allow us to pick our team from among the Professional AIs (please allow for a 2-6 man team). Perhaps even a Squad.
As a suggestion for another team, I take inspiration from "The Terminator: The Sarah Connor Chronicles" TV Show and "The Terminator" Movie. A Team of Tech-Com Soldiers. These are soldiers that might have skills such as:
1. Advanced/Futuristic Pharmacologist (able to inform you of and make remedies to Future Skynet Bio Attacks. That includes any bio attacks from terrorists and Sentinel Corp.)
2. Computer Hacking/Sabotage (Can Hack Comms, Drones, Terminators. Now you can have Terminators on your team).
3. Demolitions (provides you with new breaching gear, Claymore Mines, Explosively Formed Projectiles, Thermite Grenades, Thermite Lock Picks, Bomb Diffusing Equipment)
4. Future Weapon/Optics Repair
5. Tech Attack (Kyle Reese mentioned confusing machines) so making better EMPs, Jammers, Infrared Overload Devices, fake scents, distractors (think the minicams with whistle effect from early Splinter Cell games.)
6. Forger (fake paper and electronic IDs and passes. No more permanently locked doors).
7. Intelligence Analyst (Able to make quick assessments as to relevance of items, evidence, and information at a scene in regards to current and future Skynet operations......in other words they tell you the next logical mission after your current mission is completed.)
All are armed and trained to fight and destroy Terminators rapidly.
Also please include the command to Mount Vehicle (allowing for AIs to be in multiple vehicles)..............if possible. Please and Thank you for your time.
As for #4 "Future Weapon/Optics Repair. I forgot to input a description. It would add complexity to have optics fall apart and be damaged and even shot off. It adds to the value of optics found and custom made by "Liberated Engineers" (another Mission Type idea) and in the real army there really are Allied Trades and Optics Repairer and Gun Smith MOS. I would also like to add:
An Edit for #7 is that if ON Skynet missions and Intelligence Analyst is NOT with you then you miss some needed intel on your missions. Have a specific number "Skynet Intel Packets" be a requirement to hit a "Higher Tier" of Missions. But if NOT on a Skynet mission then the Intelligence Analyst will still give you an XP and Credits Boost because they're always pointing things out and walking you through the crime scene/battle space.
8. MOS Field Surgeon (For missions where the ghosts are liberating concentration camps of Sentinel or Skynet and give the ghosts a medical specialist for Humanitarian Aid or Concentration Camp Liberation).
9. MOS Recon (One of John Connor's Trusted and best soldiers that regularly held remote Observation and Listening Posts as well as conduct Hunter Killer Missions solo and as a small team. Great at making traps and distractors, he/she is fast reloader, great sniper, and he/she carries Multi-Purpose Stinger Style Missile Launcher.)
10. Tank Tackler (Equipped with Hellfire-type Launcher. A remote controlled, wire-guided missile that can't be hacked/jammed via wifi by Skynet.)
Also think of the missions in The Division (in regards to the validity of both a Medic and Field Surgeon AI teammates). Yes it makes sense to hand out food and medicine and to help "develop the Medical Wing." But wouldn't it also make sense to volunteer in the emergency room in you have the skill set? Just a thought. Also if you add "Cooperation Level" to the Indigenous AI Resistance Fighters then one component of "Cooperation Level" can be "Trust/Warm Thoughts." Meaning the Resistance knows that when you're around that you'll take care of them and their families. So Field Surgeon and Medic helping the locals translates to progress with the Resistance. Also "Casualties" and "Victories/Defeats" and "Reputation with the Enemy" will also affect "Cooperation Level." Have enough Cooperation Level then they'll give you shelter and aid, a higher level and the Resistance will follow tactical commands on the field and share intel, yet even higher Cooperation and the Resistance will take your strategic orders (meaning you pick the target locations/new missions for attacks). Just some thoughts for the Friendly AIs. Thanks for you time. Looking forward to all Ghost Recon updates and DLCs.![]()