Original Carrier Command in the floppy disk days DID NOT have AI for unpiloted vehicles
Ok, here is the point. My MEMORY of the old Carrier Command way back on floppy disks for the PC (not talking Amiga etc here) is that the Walruses and Mantas (or their equivalents) did not have their own AI. Instead they simply hovered or orbited in place, once the player exited them. They did not react to enemy attack either.
Again, I don't know if the Amiga version etc were different. I much liked the original Carrier Command. But I don't have the rosy memory some have described. There was another issue as well.
The other issue, to my memory, was a difficult time actually using the Carrier Command deck gun, it often didn't work at all, and it's aim was inaccurate.
Why do I mention all of this? Some posters claim that BI got it worse. Sure, maybe. But I recall that BI's key issues, AI for player vehicles when not manned by player control and the Turrets are part of the original PC game issue back in the floppy disk days. Makes me wonder, are they basing some of their code on that original code, because if so that's the start of the problem.
In comparison, Hostile Waters did not have those issues, in the main. The Walruses could get a little confused on some terrain, but mostly they were ok. Mantas and Walruses had various AI named after dead soldiers that could be installed into them, to assist the player, and worked relatively well.
However, there was a way, by recollection, to sort of scam the enemy AI of enemy turrets in Hostile Waters. If you approached very carefully, you could find that their activation radius, as in many games, was less than the actual range of both their turrets and your own weapons. You could cheese it by simply working into your max range and yet be outside their activation range. Unfortunately, my methods at the time were very slow and methodical, and that usually was enough to beat the game. If I played it again, I wouldn't allow for that, as I know it leads to easier victories.