Arma 3
DCO Vehicle.FSM - Vehicle AI Enhancement (No longer updated)
Edu Sep 21, 2023 @ 6:57pm
Some bugs, tactical missconceptions and suggestions
First, armored vehicles teleport everytime there is a firefight against an enemy armor, this is the worst that can happen because it changes the force equilibrium when there are multiple armored units fighting at once.

Second, armored vehicles tend to rush foward when in combat, instead of going backwards or mantaining a position and changing it every once in a while after firing some rounds, i think in a full assault situation it can be good, but when you are trying to manouver with infantry and other elements you need them to hold some key position for them to be able to form a useful base of fire so they can actually play their role in the combined arms squeme. So it makes no sense for armor to go crazy everytime they hear another vehicle.

Third, a suggestion to make the AI more "smart" without having to micromanage them or writing a whole ton of script or put down a insane amount of waypoints that they will ultimately ignore. Make possible to assing a role to not one, but to formations of multiple groups in a faction. Simple roles, like to assign a garrison, assault, reserve and defense and advancing formations.
Where the units assigned to be garrison would hold a possition in a flexible way, doing patrols outside of the area, sending vehicles to go an look for weird noises, etc.
Assault, where units tend to rush every time they feel in danger, as they are in a hurry to flank and advance as much and as fast as posible unitl they feel they have no more strength to do so. Reserve, where they would act similar to a garrison but they would not expose their vehicles and infantryman until they know for sure there is enemy presence somewhere, so they can rush them there and destroy them while they try to make their assault.
Defense, where they would try as hard as posible to hold a position, not rushing, not making suicide charges, just holding and relocating to not be easy targets.
And Advance, where they would move in more of an easy way towards their objective, unloading troops if they feel they can be destroyed, trying to keep some kind of coverage and always trying to move with the cover of a fire base.

Why do i say all this? because i have seen all of those behavoiurs are in the mod already but still the way they react depends completely on luck and most of the time make no tactical sense at all. So if you coould take formations and assing them a role in the editor it would make for such realistic and deep battles and maybe you could even add the possiblity of changing the behaviour in game using some kind of officer perk for the player.
Also currenlty i was trying to make the scenario of a simple soviet platoon attack on a nato position, the soviets hadthree BMP1, NATO had a TOW turret, m2a2 and a m113. Soviet doctrine (and most of military doctrines nowdays) need for the BMPs to form a base of fire in order to support the infantry and keep fire superiority at all times,, also nato doctrine would have looked to form some kind of L kill zone to destroy soviet armored fist, but every time the battle played nato vehicles rushed to the noise of the soviet BMPs, and soviet BMPs started to teleperot every time nato vehicles moved behind them making them easy target for the tows and laws of the infantry, if not that then NATO vehicles would instantly die because the rushed agains a formation of 3 BMPS and then the battle was over in 5 minutes, and all that could have easily been solved if their reactions where not completly random. The soviets can overpower the TOW when they have fire superiority, and NATO vehicles can overpower soviet IFVs if they just manage to hold a good position.