Repost from my message at General Discussion:
I think AI should also hear the sounds of Blackjacks, bows and swords being readied, not only the sound of the bow being drawn. Also, AI should use flares more often, and they shouldn't just carry them, but throw them to where they heard the noises from.
Also, right now, guards are very predictable, they fire the xbow when they see you, then take their melee weapon, run a few steps, ready xbow, fire a shot, etc, etc...
Instead, let the mapper (or perhaps even human guards, through the order menu!)be able to assign certain roles or parameters to an AI guard.
For example:
-Standard, the way the guards are right now, all guards start out this way.
-Supporter, does nothing but fire tag and para arrows.
-Archer, fires normal bolts, never whips out melee weapon (not even at close range or chases). Will also fire arrows to a location where he might suspect a thief to be (IE: A thief snipes him from a dark roof, the AI will then fire at the location where the arrows came from, perhaps a degree of inaccuracy (AKA artificial stupidity) could be added to make it more realistic).
-Melee, uses melee weapon only.
As an extra option, the devs. could opt. to have swordweilding AKA melee guards block thief arrows (blocking accuracy increases every difficulty level) whilst charging a thief or when being sniped.
Third point, we need more order options anyway.
Stand ground:
This guard will allways stay at one point, he will never leave it to chase a thief or to investigate... he will still say stuff when something fishy happens though. Selecting 'follow' from the order list will delete this order from the guards memory. They will also still flee when heavily damaged, to counter lean-sniper thieves.
(Good for assigning guards as snipers, or to prevent thieves from luring them into shadows so they can KO them.)
Assist:
An option which enables a menu much like the Patrol one, but instead of patrol routes, this order brings down a list with all (human?) guard names. Upon selecting a name, the guard will run to the location of the selected guard, on a mission to assist him.
(Usefull for situations where a teammate is screaming for help, but you can't leave your guard point yourself. Basically, it's the same order as follow, but you don't let the AI follow you, but someone else instead.)
Any other suggestions or opinions?
I think AI should also hear the sounds of Blackjacks, bows and swords being readied, not only the sound of the bow being drawn. Also, AI should use flares more often, and they shouldn't just carry them, but throw them to where they heard the noises from.
Also, right now, guards are very predictable, they fire the xbow when they see you, then take their melee weapon, run a few steps, ready xbow, fire a shot, etc, etc...
Instead, let the mapper (or perhaps even human guards, through the order menu!)be able to assign certain roles or parameters to an AI guard.
For example:
-Standard, the way the guards are right now, all guards start out this way.
-Supporter, does nothing but fire tag and para arrows.
-Archer, fires normal bolts, never whips out melee weapon (not even at close range or chases). Will also fire arrows to a location where he might suspect a thief to be (IE: A thief snipes him from a dark roof, the AI will then fire at the location where the arrows came from, perhaps a degree of inaccuracy (AKA artificial stupidity) could be added to make it more realistic).
-Melee, uses melee weapon only.
As an extra option, the devs. could opt. to have swordweilding AKA melee guards block thief arrows (blocking accuracy increases every difficulty level) whilst charging a thief or when being sniped.
Third point, we need more order options anyway.
Stand ground:
This guard will allways stay at one point, he will never leave it to chase a thief or to investigate... he will still say stuff when something fishy happens though. Selecting 'follow' from the order list will delete this order from the guards memory. They will also still flee when heavily damaged, to counter lean-sniper thieves.
(Good for assigning guards as snipers, or to prevent thieves from luring them into shadows so they can KO them.)
Assist:
An option which enables a menu much like the Patrol one, but instead of patrol routes, this order brings down a list with all (human?) guard names. Upon selecting a name, the guard will run to the location of the selected guard, on a mission to assist him.
(Usefull for situations where a teammate is screaming for help, but you can't leave your guard point yourself. Basically, it's the same order as follow, but you don't let the AI follow you, but someone else instead.)
Any other suggestions or opinions?
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