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The way HavenM does it is have vehicles, including those with a separate gunner seat, to only halt for enemies with the means to damage them back. This includes infantry with AT weapons or vehicles with heavy weapons. Perhaps this can be expanded on with a tiered threat assessment, for instance, tanks will halt to deal with other tanks but will continue to advance against weaker threats like APCs and other light vehicles, even though they can still potentially harm the tank. Also consider exempting loaded up transports and any amphibious vehicles traversing through water from this halting behavior. You could consider a transport to be loaded if it has at least one occupant who does not man any vehicle mounted weapons.
As a separate suggestion, I'd also like to propose some changes to the Spec Ops game mode. HavenM revamps this mode significantly, so I think it's worth expanding into. HavenM's design philosophy for Spec Ops is centered around the fact that it was made for use in multiplayer gameplay. This is reflected by the boosted HP of the player (to compensate for desync issues) and increased enemy spawns (to balance out the added tankiness and also to simply provide more challenge, as a squad of human players is generally far more competent than one player leading a squad of AI).
Because of this, I believe this mod has the opportunity to provide a Spec Ops experience more catered to single player gameplay. For starters, I think the vanilla damage model is fine, but I would not object to boosting the survivability of the AI so that the player can focus a bit less on babysitting their squad. The tankiness of HavenM is a bit excessive and combined with the added enemy spawns makes the game mode feel more like a shooting gallery experience as opposed to a more toned down alternative to large scale battles.
In HavenM, the initial enemy spawns have been bolstered, with one APC, one attack helicopter, and one very large infantry patrol roaming the map when the mission starts. This mod could do something similar, but I would suggest splitting the large patrol into several smaller patrols so that encounters can be more frequent and localized, which is better suited for a squad based game mode.
When enemies are alerted in HavenM and a flare is shot up, the game will spawn additional enemies. Not only can a transport helicopter carrying reinforcements appear, but heavy ground units like APCs and tanks can spawn in. There is also a chance for fixed wing aircraft to appear.
I think this mod can offer more depth in this area by providing an escalating level of response, similar to a wanted level system. When the flare initially goes off, some additional enemies may spawn in on foot or in light vehicles to head after the player. As the player either sets off more flares or kills these reinforcements, the enemy gradually brings in heavier equipment to deal with the threat, eventually calling in air support and mechanized units. These arriving units may already be alerted to the player's position and will instantly set out to intercept them. This mechanic will incentivize the player to maintain a covert status for as long as possible, which puts greater emphasis on the player's tactical decision making as opposed to just blasting anything that moves.
Finally, I'd like to suggest forcing a helicopter extraction at the end of every op, because those are cool. For CQC maps that lack unsuitable landing zones, perhaps the player can set the game length to Short in the configuration menu, and that will instead allow for extracting on foot. HavenM also allows the bot count setting to configure the amount of bots per objective and the spawn timer setting to configure the approximate amount of objectives. Maybe this mod can do the same.
This is just an outline for what I believe would be a fun and balanced Spec Ops mode. You may have a different viewpoint regarding certain points, but regardless I hope you can take some of these ideas into consideration for any future Spec Ops overhaul.
wow that was very lengthy. all are definitely noted
I've been testing on some maps, mostly CQB maps for now to check the bots' CQB system first, I noticed that even when in the CQB range, the bots start to go prone when under fire, regardless if they bring a melee or not. This results in a weird situation where bots start to go prone when a CQB gunfight starts, and they crawl pass each other until another bot comes in and shoots the crawling enemies (sometimes spinning and crawling at the same time).
I think the crouching when in CQB range is being overlapped by another logic. Can you take a look at it?
(Currently I've been testing on maps like Rise Up, Depot Desupply and Revolt with bot numbers about 40 for Rise Up, 100 for Depot and Revolt)
For suggestions, if a bot is under fire and there is no cover nearby, if he has a smoke, he should prioritize to throw it forward to break the line of fire and then get away from the current position for safety.
Another thing I would like to suggest is that when passengers of a ground/air transport vehicle disembark inside the target capture point, they should try to spread out immediately to avoid any possible rocket/grenade blast.
In either vanilla or HavenM AI, most of the time I see passengers leave the transport, still sticking close together, then a few seconds later a rocket/grenade land at their spot and deleted the whole squad.
Also, bots when approaching a corner or a cover, I see they normally do a tactical lean walking. But doing that when defending is pretty weird, because bots will be exposed to enemy fire while doing so. Is it possible to make bots ignore that movement when running to a cover in this case?
The above were some of my first ever suggestions for the AI overhaul. I hope that some of these ideas could be taken into consideration, since I love to see how far the AI in RF can get better and improve RF experiences, either in normal battles or Spec-ops/Scripted Missions.
I tried on a few maps and sometimes they'd have a hard time seeing enemies to the point where it took them to get closer to each other by 3 meters to actually start shooting.
Idk how to explain it, but the bots don't feel alert enough, especially if the enemy bot is within 4-3 meters and right in front yet they don't start shooting.
Also, idk if it's just me, but when the bots go for cover and the bullets are flying, shouldn't they sprint to cover instead of just walking? It's kinda weird lol.