UFO:Alien Invasion

Development => Design => Topic started by: suliman on April 21, 2009, 05:30:49 pm

Title: My comments on the design/gameplay
Post by: suliman on April 21, 2009, 05:30:49 pm
Hi
Im making games myself and let me start by saying AWESOME project! I love the worldmap and the early weapons. Now to my comments on version 2.2.1:

TACTICAL COMBAT
Reaction shoots (RS) are way to good/overused. A find myself moving my guys a bit, then crouching and putting them in multiple RS and just keep pressing E (turn over) until the aliens kill themselfves from my RS. Maybe RS should have way worse accuracy to push the player to be more active/agressive and manually fight the aliens.

It would be nice with more varied mission objectives like rescue someone, blow up something etc. I know this is under considiration though. The medkits are great! In fact so great you start to hate the hospital. The hospital is expensive and VERY slow, medkits are instant and nearly free. Soo healing is most efficiently done... in the heat of battle?

OVERALL INTERFACE
Common tasks like checking research/manufactures should be easy accessible. Put a small progressbar on the main-view(the worldscape) for each active task and add a popup when its completed so a new can be started. Why do i need to put soldiers on a dropship to be able to see/edit their equipment?
In transfer, why can i send equipment that i have already fitted on my soldiers? This is really annoying to have to count which of my 'available armours' are really available so not all of my strikeforce gets automatically stripped.
Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.

WEAPONS
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
Laser rifle seems to good for such an early weapon (good damage, insane accuracy, good range etc) I can just kick all my old guys and walk around with 6 laser rifle guys and i never loose one soldier. It doesnt have any real weaknesses.
Plz add a button to throw grenades directly from the panel. Not open inv->move nade->close inv->click nade->throw. (TU cost would still be as high from preparing the nade)
Alien weapons all seem a bit the same and lacking in character and diversity (most big energy things that go 'zap'). The human startweapons are really good, diverse and fun to use but becomes bad quickly so that makes the game loose some charm. What about
- Alien/hitech weapons that actually use projectiles, not just 'energy'
- Alien/hitech squad support/suppression type weapons (gauss minigun, autocannons etc, spend ammo plz!)
- Alien/hitech grenadelaunchers/bazookas (so fun to use and plays a different role then 'normal rifles')
- Alien/hitech 'shotgun'-type closecombat stuff

ECONOMY
I quickly get endless cash, and it all comes from the same source: the countries pay me. But since keeping the companies happy is the same as surviving (they will end the game if they get angry) the player dont have the choise to "i need money right now, lets do something just for ME". Maybe some countries could ask for a big order of guns or something to fight rebels so you can manufactury these for cash. Maybe optional missions pop up just for cash/items.

SHIP-FITTING
This is really messy and unclear. Why not use the same system as you have for equipping soldiers? All slots shown and just drag the equipment there. Also i think you can skip the "time to install component" feature, it doesnt have any real tactical value, its just annoying.

SHIPS GENERAL
Why cannot i see health of my ships? It should be clear both on map and in hangar. Dropships are helpless, if i send one to a far away terror site (which i must otherwise i loose the game eventually) and after a long tactical mission a alien ship turns up and downs my dropship in 1 second. I loose all my best soldiers and equipment! And i cannot back up the dropship with my interceptors couse they have very limited range... So i must savecheat and try again which destroys the fun. Some suggestions:
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!
The escort option is fun becouse it makes the interceptors less pointless. Now they sit still a lot becouse 85% of the alien traffic is harvesters that are very strong and not really worth going after.

SAVING (TACTICAL)
Ive seen some of the argumentation already but plz consider a limited save. One time for small maps, two for bigger ones. This makes savecheat impossible but if all goes wrong you dont need to restart totally. Often the setup/initial phase of the map is very identical so this is what players dont wanna be forced to do all over again.

COMPLEX MAPS
Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.

PRODUCTION
Why is autosell on for all new equipment (if anything, this is the stuff you DONT wanna sell). Add an option to exclude all buyable equipment from manufacture list, why would you produce these? It just makes it look messy.


Again, thanks for a great game and I hope i didnt come off as too whiny.
Erik, Sweden
Title: Re: My comments on the design/gameplay
Post by: geever on April 21, 2009, 06:03:42 pm
The medkits are great! In fact so great you start to hate the hospital. The hospital is expensive and VERY slow, medkits are instant and nearly free. Soo healing is most efficiently done... in the heat of battle?

Healing will change... yes it's too powerfull.

Why do i need to put soldiers on a dropship to be able to see/edit their equipment?
In transfer, why can i send equipment that i have already fitted on my soldiers? This is really annoying to have to count which of my 'available armours' are really available so not all of my strikeforce gets automatically stripped.

aircraft <-> soldier <-> equipment relations are hard limits now. We will change it once, but it's tons of work with million possible bugs.

Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.

We have that stat box there in the current dev. version.
@Note: "check the current trunk" is a general rule here. :) That's because 2.2.1 is very old but we're not ready with 2.3 it's too buggy.

 I agree with the statless employee idea, needs consensus.

WEAPONS
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
...

Balancing is always a difficult job. There are plans for upgrades but not for the near future.

I quickly get endless cash, and it all comes from the same source: the countries pay me. But since keeping the companies happy is the same as surviving (they will end the game if they get angry) the player dont have the choise to "i need money right now, lets do something just for ME". Maybe some countries could ask for a big order of guns or something to fight rebels so you can manufactury these for cash. Maybe optional missions pop up just for cash/items.

In the next version you'll get less money from the countries.

This is really messy and unclear. Why not use the same system as you have for equipping soldiers? All slots shown and just drag the equipment there. Also i think you can skip the "time to install component" feature, it doesnt have any real tactical value, its just annoying.

Planned (drag-n-drop) equip system. About skip "time to install".. convince the Designers.

Why cannot i see health of my ships? It should be clear both on map and in hangar.

Some airfight stuff is planned also.

Some suggestions:
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!

Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.

SAVING (TACTICAL)

Will not happen.

Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.

Hehe. Is it too hard for you? ;)

Why is autosell on for all new equipment (if anything, this is the stuff you DONT wanna sell). Add an option to exclude all buyable equipment from manufacture list, why would you produce these? It just makes it look messy.

I'll disable automatic autosell..

Thanks for the comments.

-geever
Title: Re: My comments on the design/gameplay
Post by: Borsti67 on April 21, 2009, 07:40:27 pm
I agree with the statless employee idea, needs consensus.

+1 on that :)

Quote
Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.
indeed!

Quote
I'll disable automatic autosell..

ah, that's good, too! Thanks!
Title: Re: My comments on the design/gameplay
Post by: Kaz on April 21, 2009, 07:52:03 pm
Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.
We have that stat box there in the current dev. version.
@Note: "check the current trunk" is a general rule here. :) That's because 2.2.1 is very old but we're not ready with 2.3 it's too buggy.

 I agree with the statless employee idea, needs consensus.


Another idea with this type of personnel would be to give them appropriate stats. As it is now, all scientists are equally proficient in physics, chemistry, biology, etc. Having them have different skill level in different disciplines, and that skill affect their ability to move certain project forward would allow for some interesting management of scientists. A scientist that suck at biology but excels in physics would contribute much more in plasma weapons research than autopsies.

I haven't given much thought on the subject to workers and medics, but I'm open to ideas here.

WEAPONS
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
...
Balancing is always a difficult job. There are plans for upgrades but not for the near future.

I've also found it funny that specialized long range weapons, like the sniper rifle, can be used so effectively at close range. Perhaps some type of minimum range under which the weapon loses effectiveness (be it accuracy or damage potential) could be interesting. The sniper having to switch to a handgun upon entering an office building, but switching back to sniper rifle upon getting to a high window which covers a park.

Some suggestions:
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!
Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.


The last one could depend on the amount of damage received by the craft. Too much damage and the ship blow in flight killing everyone on board. Less damage and the craft falls down, but the pilot manages to safely crashland, which would allow to recover some items and/or people.

Depending on the type of alien craft/mission type, the aliens could land as well and assault the downed craft before recovery can be carried out.

While we are on this subject, I have also thought of merging pilots with soldiers. Having soldiers have piloting skill, could allow for the pilot to work as a soldier in the tactical mission, as well as having the aforementioned alien assault on downed craft make sense for interceptor craft. A lone pilot defending from aliens while rescue comes in. EPIC!

Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.

Are you high?!?!? This in one of the maps I enjoyed the most. It took a long time to complete, since there were so many paths the last alien could take to circle my men. I had to go about the mine several times in order to find the creeper.

I do agree with you on the need for more varied maps. Combined with situational limits on weapons it would make for incredibly more varied tactical options.

Cheers!
Title: Re: My comments on the design/gameplay
Post by: Winter on April 21, 2009, 09:47:00 pm
I agree with the statless employee idea, needs consensus.

Doesn't need consensus, this has been on the design team's books for years, along with removing medics and adding pilots.

Regards,
Ryan
Title: Re: My comments on the design/gameplay
Post by: geever on April 21, 2009, 09:53:31 pm
Doesn't need consensus, this has been on the design team's books for years, along with removing medics and adding pilots.

I meant about replacing individual hiring of statless employee with some +/- like. I don't know if that was decided already.

-geever
Title: Re: My comments on the design/gameplay
Post by: Winter on April 21, 2009, 10:15:12 pm
I meant about replacing individual hiring of statless employee with some +/- like. I don't know if that was decided already.

-geever

I recall a discussion with BTAxis a while ago, we were planning to use spinners rather than buttons, but regardless we have always wanted statless employees with simplified hiring.

Regards,
Winter
Title: Re: My comments on the design/gameplay
Post by: TrashMan on April 22, 2009, 04:20:20 pm
I've also found it funny that specialized long range weapons, like the sniper rifle, can be used so effectively at close range. Perhaps some type of minimum range under which the weapon loses effectiveness (be it accuracy or damage potential) could be interesting. The sniper having to switch to a handgun upon entering an office building, but switching back to sniper rifle upon getting to a high window which covers a park.
Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.

Just give it a bigger TU cost so it's quick shot is actually "slow". Like, you can make one shot with it with full TU's
Title: Re: My comments on the design/gameplay
Post by: Colamann on April 22, 2009, 11:44:56 pm
Another idea with this type of personnel would be to give them appropriate stats. As it is now, all scientists are equally proficient in physics, chemistry, biology, etc. Having them have different skill level in different disciplines, and that skill affect their ability to move certain project forward would allow for some interesting management of scientists. A scientist that suck at biology but excels in physics would contribute much more in plasma weapons research than autopsies.
That would create an awful amount of micromanaging IMO. Assigning scientists would be as complicated as putting together your soldier squad, only with more guys to keep track of.
Title: Re: My comments on the design/gameplay
Post by: Vio on July 17, 2009, 06:24:57 pm
Hey

I'm also new to this game, and therefore had the chance to collect first impressions from an "outside" point of view before coming here. While I'm no programmer I have a history of mapping and modding of games, including some work with the Ufo2000 team, so I can and do appreciate how much work you have put into this great project.

I've played 2.2.1 and a had a look at the latest Dev build. Generally, it is a solid game, especially the stable release, and there are not many features one would miss if one didn't know X-Com. Only a few things struck me as "unfinished", most of which have been covered by Suliman. Still, a few comments on what I noticed in that regard:


OPTIONS MENU
The first place I usually go. The menu is functional, though one does note the missing keybinds. The graphics options, however, could use some tooltips explaining what things like "Texture compression" do.
What is more, it would be nice not to have to restart when changing the brightness/contrast - or simply not needing to do so. On my system, all battlescape/3D graphics in the dev version were way too bright at standard settings, creating a graphical mismatch in the staff/plane menus and an ugly, completely bright battlefield.

STORY TEXT
The scrolling intro is well written, but could use some black borders. Especially across a widescreen, the formatting looks painful.
A background would also be nice, if not several (i.e. making it a slide show).

GEOSCAPE UI
The new globe options like radar and countries are great. What I do not understand is why the intuitive "message list by mouse-over" was removed. And in a detail, if the menu takes up the right side of the screen, it would be nice to place the globe a bit to the left.

BASE BUILDING
The new floating build window prevents the base view from being compressed in build mode, but in turn gets in the way of viewing it in the first place. I had to keep moving it around and wished it could be minimized, which didn't feel like an improvement.
Imo displaying the costs of a room at the bottom right would suffice, not necessarily showing a graphic. Or displaying the (interlaced?) graphic when choosing a location, instead of just a frame.

EMPLOYEES
What Suliman said. From a game designer's point of view, there is no point in making players choose individual scientists or workers if that decision does not lead to distinguishable consequences. In that regard, it is tedious business that goes against the principle of "KISS". So it's good to hear it is being adressed.
One possible solution that doesn't obsolete the existing models would be to put two or three of them on a screen (e.g. "Scientists") that lets you adjust their numbers and provides an overview.

The thing is, this also applies to the newly introduced pilots. Unless you are planning on giving them improving stats, or make their possible shortage a game element, I see no reason why they shouldn't just ship with their craft.
Even there were stats, those could still be tied to the craft itself, because it is unlikely that an experienced Stiletto pilot will be better at flying a transport.


Sadly, those are things I can not help to improve myself due to lack of programming skills.
On the other hand, I'm certain that I will find some things on the todo list that fit my skills, so I can contribute to this nice game when I find the time. Because I sure would like to.

Regards
Vio
Title: Re: My comments on the design/gameplay
Post by: geever on July 17, 2009, 07:52:54 pm
The new globe options like radar and countries are great. What I do not understand is why the intuitive "message list by mouse-over" was removed. And in a detail, if the menu takes up the right side of the screen, it would be nice to place the globe a bit to the left.

It was not removed. Focus on the messagelist itself with the mouse.

BASE BUILDING
The new floating build window prevents the base view from being compressed in build mode, but in turn gets in the way of viewing it in the first place. I had to keep moving it around and wished it could be minimized, which didn't feel like an improvement.

It can be closed and reopened.

The thing is, this also applies to the newly introduced pilots. Unless you are planning on giving them improving stats, or make their possible shortage a game element, I see no reason why they shouldn't just ship with their craft.

Pilots will have stat(s).

-geever
Title: Re: My comments on the design/gameplay
Post by: Destructavator on July 17, 2009, 08:28:36 pm
Quote
Sadly, those are things I can not help to improve myself due to lack of programming skills.
On the other hand, I'm certain that I will find some things on the todo list that fit my skills, so I can contribute to this nice game when I find the time. Because I sure would like to.

Welcome, could you please describe what skills you have or what type of development you would like to do?  Even if you don't do coding, we've had people come along and contribute in a number of different ways.
Title: Re: My comments on the design/gameplay
Post by: Vio on July 17, 2009, 10:57:10 pm
Quote
It was not removed. Focus on the messagelist itself with the mouse.

It can be closed and reopened.

Really? Oh well, maybe I just missed that. Though I'm certain I tried. It was not the very latest Dev version, however, but 2.4322.


My main skill is really that I can quickly pick up any program or rule system, or at least have no problem spending a lot of time learning and improving stuff, if I'm into something. I did that with editors for various games like Doom, Quake or Half-Life, Ufo2k and some others, not to mention games with "user-friendly" editors like StarCraft. I create my own textures and other resources when I feel the need, and basically like modding everything I understand.
I would particularily like to help improve the AI if that is not too complicated. This is something I haven't done yet.

However I will be on a business trip / holiday during August, and I can't promise anything for the time after.
I guess I will just keep an eye on the things that are being done and talk to people when I see something I'd like to help with.


Title: Re: My comments on the design/gameplay
Post by: odie on July 21, 2009, 06:59:50 am
Really? Oh well, maybe I just missed that. Though I'm certain I tried. It was not the very latest Dev version, however, but 2.4322.

2.4322??

The latest development built is but 2.3.... where is 2.4??

Or was it 2.3-development built Revision 24322??
U built it yourself or downloaded from somewhere>? There should NOT be a version 2.4322. :P
(Maybe links?)
Title: Re: My comments on the design/gameplay
Post by: Vio on July 21, 2009, 11:56:15 am
Revision 24322. I got that from the older (http://ufoai.ninex.info/forum/index.php?topic=2830.msg25820#msg25820) "windows installers" thread.

But I found R25186 shortly after, and I've been testing the campaign of that since (all Tamans so far, lol, but plenty of UFOs to sell). Things are like geever says now.
Title: Re: My comments on the design/gameplay
Post by: odie on July 21, 2009, 06:03:14 pm
Revision 24322. I got that from the older (http://ufoai.ninex.info/forum/index.php?topic=2830.msg25820#msg25820) "windows installers" thread.

But I found R25186 shortly after, and I've been testing the campaign of that since (all Tamans so far, lol, but plenty of UFOs to sell). Things are like geever says now.

Oooo my, as expected, that was EONS ago! Haha. Its like 2-3months back? I haven seen Destructavator or Muton releasing any builds so far, since i sorta volunteered to upload my every other day's binaries lol. (Well, i need to build em to bring home to test aniwae....., might as well help the community here. :P)

I hope u get to see more folks soon, Taman is definately the tip of the iceberg. I ma not going to give spoilers here. lol. Have fun!

I hope u become another active member of the forums here too!

Once again, welcome to UFOAI and have fun! :D
I am sure with these new versions / almost daily builts, u can help give more up-to-date and insightful sharings! :D

Toodles!
*pawprint*

PS: In case u r lost in getting the binaries, i have a sticky with my builds here: Binaries for Windows (http://ufoai.ninex.info/forum/index.php?topic=3462.75)

This link is mainly updated by Muton, Destructavator or me. :D Check it out often, we get new builts up there very very VERY often. :D
Title: Re: My comments on the design/gameplay
Post by: Vio on July 22, 2009, 02:35:31 pm
Quote
I hope u get to see more folks soon, Taman is definately the tip of the iceberg.

Yeh I've played 2.21 and seen the others, and I expect them to show up sooner or later. The thing is that I've done quite a lot of missions by now, including base attacks, and so far every single one was 4-6 unarmored Tamans with Kerrblades and plasma weapons. (July 84, on normal diff)

After killing about a hundred of them, they simply fail to strike fear into my well armored, laser-sniping squads... So unless this occurence has something to do with AI testing or such, I would prefer to meet some other / better equipped enemies earlier.

Maybe I should just ignore some of the UFOs, of which there are plenty. And for some reason I can sell/recover them all, even the wrecked bits. Unfortunately the UFO yard I built doesn't work yet.

Apart from that (and the occasional bugs and crashes) I'm having a good time. Reaction-firing aliens at the start of a battle are nasty.


Quote
I hope u become another active member of the forums here too!
Looks like it. :) At least until next week, when I will be too busy touring the world. That's why I'm eager to get some ideas written down, even though I don't have the big picture yet.
I'm looking forward to getting back here by the end of August, though.

And thanks for the warm welcome. You're a friendly bunch.
Title: Re: My comments on the design/gameplay
Post by: odie on July 23, 2009, 11:14:32 am
Looks like it. :) At least until next week, when I will be too busy touring the world. That's why I'm eager to get some ideas written down, even though I don't have the big picture yet.
I'm looking forward to getting back here by the end of August, though.

And thanks for the warm welcome. You're a friendly bunch.

Wooooo, have a good trip! :D
Post in offtopic ur pics and fun trips experience ok?

And on the welcome, haha, u r welcomed. :D
Title: Re: My comments on the design/gameplay
Post by: Vio on July 30, 2009, 02:11:03 pm
Hey

Before I'm off to, as it turns out, visit Odie in Singapore, I wanted to drop a few more lines about my experience with the dev version. It's still R25186 from Jul 16, and some of the things I will say or have said may have been resolved already (I hear the intro sequence is now better, for example... haha).
But I assume that not too many people play the latest dev versions from start, through the entire campaign, and as a first time player, so I'll share a few impressions from that point of view.


All in all, it's a great game - which is most important, before pointing out only what needs improvement. It succeeds well at stealing time which was intended for other important things, like sleeping. ;)

The only real (and known, but big) problems are within the battlescape. One is the pathfinding, aliens shooting walls, and the "action camera" not showing things (as in: knowing someone has been injured / reaction fired only from the sounds while watching the edge of the map). The other, most grave one, are crashes back to geoscape during the AI's turn, which were rather frequent especially in farm maps - and made me ignore some missions which kept doing this.

As for the rest of the game, the campaign scripts could be improved. For one, there are lots and lots of weaker ufos as opposed to, say, some stronger/grouped ones that one has to leave alone at times. This gets a little tedious, especially if the missions are all the same. I now finally started seeing some Ortnoks (in August 84)... a point where I have, in the rest of the game, researched everything (except particle rifles, which haven't shown up yet) and covered the globe with bases. Too late, I think.

Alternatively, even if the aliens were all the same - what makes it repetitive is that they all act the same. I.e., shoot direct fire-weapons and hide in predictable places. They never use grenades (unless they carry one when you spawn next to them), or any other variety of weapons. I know that improving that is somewhere at the bottom of the AI todo list. But I wanted to stress how important this is. There are more than enough weapons for the Phalanx - give some to the aliens, and make them use them in less predictable ways!
I would love it if they had, say, a grenade launcher. Or some kind of flamer, and someone who charges your flank with it. Where is the scary Chryssalid? That alone, some more variety there, would keep those missions interesting ENDLESSLY.
At least, again, let those aliens who use differnet combat styles (Bloodspiders) see some action earlier.

The repetitive missions made me use the "auto mission" feature a lot. In combination with save-cheat, of course, since for now it's an all-or-nothing blackjack gamble that invites this kind of tactic. Obviously, a better design soultion here would be an intermediate result based on numbers, equipment and maybe the players' average performance, plus laziness penalty.

Finally, there were some minor difficulties like finding out how to destroy base installations (that one took me a while... and it's possible to cut off your entrance), aircraft particle beams having no ammo, abovesaid ufo recovery/yard issues and, naturally, a few gaps regarding the airplanes in development (Starchaser has Stiletto stats and flies backwards, and creates incomplete log messages, the others don't start at all yet, even with antimatter in store).

Apart from that, or even with that, I had much fun. And I'm looking forward to getting back to it at the end of the month.


See you around
Vio

Title: Re: My comments on the design/gameplay
Post by: PhilRoi on July 31, 2009, 12:05:09 pm
Alternatively, even if the aliens were all the same - what makes it repetitive is that they all act the same. I.e., shoot direct fire-weapons and hide in predictable places. They never use grenades (unless they carry one when you spawn next to them), or any other variety of weapons. I know that improving that is somewhere at the bottom of the AI todo list. But I wanted to stress how important this is. There are more than enough weapons for the Phalanx - give some to the aliens, and make them use them in less predictable ways!
I would love it if they had, say, a grenade launcher. Or some kind of flamer, and someone who charges your flank with it. Where is the scary Chryssalid? That alone, some more variety there, would keep those missions interesting ENDLESSLY.
At least, again, let those aliens who use differnet combat styles (Bloodspiders) see some action earlier.

I've started planning/flowcharting a revamped tactical AI.   I'm also in the Military and currently deployed so it has been slow to work on. (Bullets trump things priority wise.) ;) I should be moving home soon.   it will take a month or two and then I can get out of the initial planning/General UFO Code/AI familiarization stage and start scripting. (Lord willing and I make it home!) :)

If i can get a chance to get my current form down on paper I'll upload it.  in short, I am going to fuzzy the logic.    The results of several tactics will be weighted by several factors.  Then a random element will determine what precise course of action the alien takes with weighted choices being more likely.  Alien "morale/health" may play a factor (call it strength of connection to the hive mind.) in determining how erratic the course of action becomes.  Not purely random mind you, but weighted,  healthy aliens will choose the most tactical/teamwork oriented choices.  As "morale/health" decreases,  the choices will become more erratic.

The "neutral" civilians, soldiers, cops, etc.  will work in a similar way,   but be increasingly erratic or desperate/heroic as they recieve losses.
(Yes, hide, herd, hysteria, hero will all play a part in working it out.  I haven't abandoned that simplicity.)

of course once i get this worked out I have to figure out if it is worth the effort...  It may be overly fancy, (albeit cool!) and a simpler system may work well. I just feel that overly scripted, hard defined, AI gets predictable.  I am hoping to allow enough room for some "emergent AI" to show through.   Where the aliens sometimes do things that are unexpected and Eriely sentient...

I've had some chats with Chris Park over at www.arcengames.com, developer of "A.I. Wars",  a space based RTS on AI, and i am implementing many of his concepts for AI.   (The AI he has designed for his game "AI Wars" is WICKED! Space RTS fans will enjoy it!)  but emergent AI in a game with 20 units vs. 20000 units is a little bit harder to evoke.

Truth will be in the playtesting!
Title: Re: My comments on the design/gameplay
Post by: Vio on August 16, 2009, 06:14:15 pm
This sounds great.

I have some interest in neuroscience / game theory / psychology, as well as game design, and creating AI would be something new. Plus I think this is what really makes or breaks the tactical battles. So once you start doing this I'd be glad to help.

Good luck out there.