Their example, as I understand it, related that opponents never approach the same way twice. Considering that opponents are programmed for reflexive responses to the player's hits - in tandem with aforementioned spacial utility - I have no other criteria for Tactical AI, except; platformer style 3rd person melee and that is way outside the capacity of any developer to put side by side with shooter mechanics yet.
Strategic AI is the other half of the Adaptive Combat AI holy grail. Anyone wondering why Rage is "one long corridor"? Strategic AI is the purview of the RTS genre due to such conundrums as path-finding and resource/troop deployment, let alone designating specific weapons each unit is carrying or troop densities onsite. RTS is pretty flagrantly suited to humans playing each other as of yet and so I cannot blame id for simultaneously keeping design simple traditional. By simplicity they increase immersion by milking the most out of their design as possible.
My question: should Rage require more of the player as to STEALTH during missions or does id need to make opponents in Rage more responsive to the player removing isolated pockets of opponents. The classic issue with stealth kills in reality relates that isolated groups are supposed to check in regularly and therefore require: A ) body removal, B ) falsified checkins, potentially through a captive, and/or C ) simple time limit to maintain continuous stealth through the isolated pockets until a mob battle is unavoidable. Rage seems to be about options while maintaining that less is more... brevity is the soul of wit... whatever. Is stealth incompatible in a larger way? Stealth is a piece of the tactical side of their AI and that makes me question if FPS has an example of perfected bots or has id cracked a much larger programming mystery?
