I have another question for everyone.
Should certain squads have their own unique AI, or should all squads behave the same?
Should conscripts try to spread out and slowly advance on the enemy, and should shock-troops try to get close to the enemy as quick as they can? Should Grenadiers be a balanced mix between the above mentioned?
If you don't think this would be good for multiplayer, how about single-player? Would you like to see this kind of behavior in the campaign/TOW scenarios?
(Not related to the question above, just a little bit of info):
Vehicle AI is something im very interested in. It seems during the early days of COH vehicles were going to be in squads as-well. A old, unused tank plan from late 2004 has a squad of 3 tanks slowly move closer to the enemy, the core tank going in a straight line and the flanks trying to get around the enemy and firing into the rear. A later plan (early 2005) has the Axis stug move closer to the enemy after each shot is fired (this could have been used for the E3 demo). Maybe early COH was more like the War-Game series?
I think it'd be a bit weird and possibly bad for balance if squad ai altered squads' movement and attack patterns that drastically with no possible player input. Piggybacking off that idea though, something like squad "stances" would be another way to implement a system like that if squad ai was already in the game. I was thinking something like what exists in the original Homeworld game (also like relic) where you can set ships to "neutral" "aggressive" or "evasive", where aggressive made the ships move in such a way that they would attack more efficiently but more vulnerable since they wouldn't fly evasive maneuvers as much, and evasive being the opposite (this was possible because all weapons were projectile-based IIRC). Something like "hold position" (so they don't run out of cover or close unintentionally) and then "aggressive" (what you said about shocks), "cautious" (what you said about cons) and "neutral" (grens) is what I was thinking, with maybe a single button (or maybe two) to fit it on the UI that you can cycle through for said stances, if such a thing is even codable and fits on the UI. Just some food for thought.
I just did some SCAR hunting, and I found it.
"Squad_SetAttackPlan( Squad* squad, const char* planName )' Can be bound to a toggle button and used to disable the attack plan. There are also entries for the retaliation plan, reaction plan, pinned plan, etc. This is how we would create a button that disables squad-ai.
Even having just this would be really nice, as you could maintain positions you like better and have a bit more control when you need it. I remember in coh1 when my rangers or stormtroopers would just jump around without shooting or my commandos would always try to lie down 1m away from enemy squads lol.