| welshbloke said: The more I read about this Auto difficulty setting the more I wish it was offered in the standard game. Xexyl, was this ever considered? Or maybe as some have suggested the Campaign was to short to make this accurate. |
Well, the AI for the Campaign and the AI for skirmish had very different goals... The campaign was all about telling the story where you are *really* fighting against the covenant.
For skirmish games a big focus was made to model the way the AI thinks after a human player: thinks about one thing at a time, and can only act on one thing at a time. We realized early on that it is really easy to make an RTS *hard* if you just let the computer micro every unit every second to do the right thing. Playing against this AI was challenging, but it was not fun to lose to being out micro'd in such an impossible way. To make the AI play like a human we built in the systems where the AI has to spend time thinking about different things, and have different quality values for what it did think about. The automatic AI difficulty is the backbone of this system and it drives tens of equations that set things such as time required to act on something or how smart the AI is at choosing counter units etc.
To make a long story short, the two systems are so different that the automatic difficulty used in skirmish did not get applied to the campaign. For replay value in skirmish we have auto AI to make sure the challenge keeps going up, and the ai communication system so you coordinate tactics with the ai as if it were a human ally. For campaign replay value, co-op, skulls and trying to get a high score on the leader board are areas where we spent effort to add replay value.







