This system builds off of my already current idea to track units individually with a 1x1 pixel location, what I call location identification (LID). With this system units can be identified from other like units by the same player. I designed it to achieve intelligence AI capable of playing close to a skilled level - which would ultimately end up in a map I'm planning.
The system is based off of priorities. What is more important, the life of an enemy, or the squad's well being? Furthermore, how do these contribute to the main objective? Of course SC can't possibly be programmed to answer these questions, but what it can do is mathematics. The priorities are based off of immediate circumstance and distant objectives. Immediate circumstance decide what the unit does - whereas distant objectives decide where the enemy goes.
Examples of Immediate Circumstance
- Enemy presence.
- Squad health.
- Assisting fellow squads.
These are all factors that are occurring in the now. A squad has 50% casualties and a squad nearby is free to help out. The 2nd squad will jump in with the first squad and attempt to provide cover fire while the 1st squad retreats to safety.
Examples of Distant Objectives
- Destruction of the enemy forces.
- Annihilation of the enemy HQ
- Capture of an outpost.
These are goals that must eventually become accomplished. A squad's main objective may be to capture an outpost, and everything it does is to work towards that, thus deciding what sector a squad will most likely be in.
So here's how I put this so SC can read it. The triggers will first check for any immediate circumstances that it needs to take advantage of. If there are then it will take action upon it. If there is no available immediate circumstance the squad will make a new offensive in pursuit of a main objective.
You may be wondering how exactly am I going to accomplish all of this - it's easy, I just make a danger gauge in coupling with a danger threshold. A squad's own combat effectiveness is shown as a danger threshold. Each unit in the squad adds a point. In addition, player heroes or allied units also modify this positively. The danger gauge is how strong the enemy is. This is the same as the danger threshold, only for the enemy (and using the ally's locations). What this essentially does is make a yes or no. If the danger threshold is above the danger gauge then the squad will commit to the action. If the answer is no the squad will not.
Ultimately I think it is a strong basis for a in-development system.
The only disadvantages I see is the inability to gauge unit HP (leading to a bit of dumbing down on the AI's part, it can't pick out weaker units or know its own well being). Shades of gray can be added to the danger gauge where the squad will be more or less cautious (or using aggressive, defensive, etc.)
None.