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Design / Re: My comments on the design/gameplay
« 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!