AI _ Wishlist
What improvements in opponent / other character AI would you like to see?
1. Enemy group searching routines: so that the enemy can try to hunt down the player AS A TEAM one of them kicks open the door on one side of the room as the other kicks open the closet on the other side of the room.
Hopefully this would add respect for the enemy, be really cool to watch / listen to from safety , and allow the player to fool / set traps for their pursuers. Would have to be tuned to the difficulty of the game though.
2. Luring / Baiting as mentioned by Wavinator ages ago, enemies are able to set up traps for the player.. for example if Tom dropped a piece of cheese and hid until Jerry came out of the mousehole.
Their should be regions of the AI where it fits its behavior to the player.
A Player who tries to do missions quick, but without much tactics should have an other enemy as a player who looks in any corner and checks even the unimportents things.
Group Behaviour is on my wishlist on top too.
To HappyJew:
EDITED BY MODERATOR: Jonus, please leave handling off topic posts to the moderator, and keep the discussion civil.
To Ketchaval:
Btw. i thought you where going to paris? Are you there allready?
Edited by - Jonus on September 27, 2001 12:54:36 PM
Edited by - Wavinator on September 27, 2001 4:58:43 PM
A Player who tries to do missions quick, but without much tactics should have an other enemy as a player who looks in any corner and checks even the unimportents things.
Group Behaviour is on my wishlist on top too.
To HappyJew:
EDITED BY MODERATOR: Jonus, please leave handling off topic posts to the moderator, and keep the discussion civil.
To Ketchaval:
Btw. i thought you where going to paris? Are you there allready?
Edited by - Jonus on September 27, 2001 12:54:36 PM
Edited by - Wavinator on September 27, 2001 4:58:43 PM
Hmmm... baiting... I was playing the Conquest: Frontier Wars demo just a few nights ago and got suckered into a nice little bait & switch. A juicy looking fighter carrier jumped through a wormhole I was guarding, and quickly turned around. Like a dummy I charged in after it, thinking I could kill it off easily. Turns out odds on the other side of the wormhole were 5 to 1.
C:FW gave me a couple of ideas. I don't know what the interface for this would be, but I'd love to be able set behaviors based on individual unit states and the state of the team it belongs to, without having to do a ton of scripting. For instance, for a given battle I automatically know that I want certain heavy units that can take a lot of punishment on the frontlines drawing the most fire. I also want them to retreat toward the rear as they begin to take too much damage. But I can't imagine what this would look like, UI wise, without getting overly complicated.
I'd also like to see AI try different tactics, even if they're wrong. For the sake of sheer variety, it would be nice if, of all known tactics, the AI would try something other than the human wave attack most RTS games give. Even if the attack is somewhat foolish, it might throw the player off. (Famous example from history I'm thinking off: The Ardennes Offensive, Hitler's last ditch gambit to repulse the Allies in WW2. He sent his forces through bad roads in winter, hoping to catch the allies off guard; it didn't work, but if it had...)
Of course, it has to have some vague chance of working (i.e., if you've got an a unit that can't attack ground, don't go send him to attack ground troops!).
--------------------
Just waiting for the mothership...
Edited by - Wavinator on September 30, 2001 3:55:30 AM
C:FW gave me a couple of ideas. I don't know what the interface for this would be, but I'd love to be able set behaviors based on individual unit states and the state of the team it belongs to, without having to do a ton of scripting. For instance, for a given battle I automatically know that I want certain heavy units that can take a lot of punishment on the frontlines drawing the most fire. I also want them to retreat toward the rear as they begin to take too much damage. But I can't imagine what this would look like, UI wise, without getting overly complicated.
I'd also like to see AI try different tactics, even if they're wrong. For the sake of sheer variety, it would be nice if, of all known tactics, the AI would try something other than the human wave attack most RTS games give. Even if the attack is somewhat foolish, it might throw the player off. (Famous example from history I'm thinking off: The Ardennes Offensive, Hitler's last ditch gambit to repulse the Allies in WW2. He sent his forces through bad roads in winter, hoping to catch the allies off guard; it didn't work, but if it had...)
Of course, it has to have some vague chance of working (i.e., if you've got an a unit that can't attack ground, don't go send him to attack ground troops!).
--------------------
Just waiting for the mothership...
Edited by - Wavinator on September 30, 2001 3:55:30 AM
--------------------Just waiting for the mothership...
This topic is closed to new replies.
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