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Posted: Thu May 24, 2018 12:14 am     Super secret spam barrier
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Suppression


Whilst reviewing 3CB's advanced training and looking at our tactics, we have been discussing some issues related to player reaction under fire, and how unrealistic it is that the AI can very rarely suppress a players’ position, even when their weight of fire is significantly heavier than that of the players. One thing led to another and we have now added a suppression effect to our servers.

We’ve run a number of tests and it appears to give us the suppression effect that we’re after.  Feedback so far has been extremely positive (viewtopic.php?f=68&t=10902).  

Summary of the mod.
The mod recognises any fire around the player, either as rounds passing in the vicinity of the player, or explosions near the player. All of these contribute to an incremental suppression effect on the player. The larger the rounds or the closer to the player, the larger the incremental effect. Players can mitigate the effect by seeking cover behind obstacles, in defilade, crouching, going prone, etc. As suppression builds, the player will find it increasingly difficult to observe the enemy and to return effective fire. The effects of suppression very quickly diminish, once incoming fire ceases or the player moves out of the suppressed area.  Whilst suppressed the player also gets an increased movement speed to represent the present of adrenaline.

What we were after is for a way for AI to force players to withdraw from a position with weight of fire, without necessarily inflicting excessive casualties.

Mission designers will now need considerably less OPFOR than before, as enemy fire, especially from vehicles is considerably more effective. 

Players should no longer expect to be able to sit in a static position and dominate the battlefield.  If the enemy can get MG fire onto you location, expect to be quickly overrun. SL's in particular should look to flanking moves to overcome the effects of suppression.


Posted: Thu May 24, 2018 7:08 am     Super secret spam barrier
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This sounds good as long as the AI will actually fire at players at similar ranges to players will fire at AI. Too often players get to pick off AI who mill about doing nothing.


Posted: Thu May 24, 2018 8:00 am     Super secret spam barrier
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I think it will add to the gameplay and immersion.  Too often it is a bit of a turkey shoot with limited return fire due to AI limitations.  On the Public though it may further increase the use of CAS to hit infantry targets, which is becoming increasingly the norm rather than just used for hard targets and armour.

Ney88


Posted: Thu May 24, 2018 10:00 am     Super secret spam barrier
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Reddog wrote:
This sounds good as long as the AI will actually fire at players at similar ranges to players will fire at AI. Too often players get to pick off AI who mill about doing nothing.

This does nothing to change AI behaviour, it will mostly be the role of Zeus to engage and suppress players.


Posted: Thu May 24, 2018 10:34 am     Super secret spam barrier
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Ah ok, thanks for the clarification. That's a shame. Look forward to trying it out.


Posted: Thu May 24, 2018 12:43 pm     Super secret spam barrier
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If it works, there is nothing to say we can't increase the AI's spotting distance and slightly reduce their accuracy. That would lead to them engaging from a greater distance, and now that close shots cause suppression, even near misses will reduce a player's ability to fire back as their vision and accuracy is affected.

"Never turn down an ale, who knows if it may be your last."


Posted: Thu May 24, 2018 8:43 pm     Super secret spam barrier
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Evrik wrote:
If it works, there is nothing to say we can't increase the AI's spotting distance and slightly reduce their accuracy. That would lead to them engaging from a greater distance, and now that close shots cause suppression, even near misses will reduce a player's ability to fire back as their vision and accuracy is affected.

THIS.


Posted: Sat May 26, 2018 11:28 am     Super secret spam barrier
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I am looking forward to coming back in a few months and feeling this! Always wanted a suppression mechanic!

Tweety Bird


Posted: Sat May 26, 2018 11:49 am     Super secret spam barrier
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I enjoyed it for the short time I was on last night, it did feel heavy but I guess that is the point.  I will need to see how it feels during day ops really to get a better feel.


Posted: Sat May 26, 2018 12:16 pm     Super secret spam barrier
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Given the comments by 1-4 from in last nights Op.  It's probably worth re-emphasising one of the design goals:

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What we were after is for a way for AI to force players to withdraw from a position with weight of fire, without necessarily inflicting excessive casualties.

If the suppression is too heavy, it means you're in a poor position and you need to withdraw / manoeuvre.  If you cannot its because you're pinned.  Then it's up to command to get you out.  (Smoke works well in some situations).

We're trying to get away from the vanilla turkey shoot, where players can dig in and be impossible for the AI to shift them, even with excessive odds and heavy weapon support.


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