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  • AI guard suggestions

    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?

  • #2
    good ideas, I like them

    Comment


    • #3
      I considered hacking the AI code a while back, but it's far too long and complicated, and on top of that it's poorly commented.

      I think that a fuzzy logic system would be better than the current AI decision making procedures. It would certainly make things less predictable -- as it stands, I can usually kill or KO any AI guard without even being seen. That's pretty bad.

      Comment


      • #4
        Addendum one: Captains:

        The three modes:

        Support: Support Captains will instead of Tag bolts, fire Fire bolts. They will not be damaged by their own fire.

        Archer: Archer Captains will use Bleeder bolts?
        Or in case bleeder bolts are not to be implemented, they will allways walk at 100% speed, even when carrying the crossbow.

        Melee: Melee Captains will allways be impervious to KO's (Blackjack immunity).


        Captains will also be the last AI to be inhibited, if this isn't allready the case. Also, a human inhibiting a Captain, will not takeover whatever special the captain has (KO immunity, speed bonus).

        Comment


        • #5
          Hmm, that sounds like an awful lot of stuff...could get confusing. I like the idea of 'crossbow only' and 'melee only' guards tho, the 'assist' sounds cool too. But how about just making the guards more aware? Better hearing, sight, more suspicious...hmm

          Kiech
          Kiech

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          • #6
            Great ideas, anything that makes the AI more realistic is great in my books

            (But don't take things too far, or we'll have the bots halting play while they start up an argument about whether a KO was lame or not)

            Comment


            • #7
              I think they should notice if you (like me) fumble just before the K/O and miss. My little brother did

              Comment


              • #8
                Originally posted by -=V12US=-
                Stand ground:
                This guard will allways stay at one point, he will never leave it to chase a thief or to investigate...
                I'm not sure that's such a good idea, because it would be far too easy to abuse. Just imagine TH-Flats for example. Guards bring AI's to exit, set them to "stand ground" in the tunnels and thieves can just hand in the towel. It's like whistler blocking, only they fight back when you try to move them. The rest sounds pretty good though...

                Comment


                • #9
                  Originally posted by Jocke
                  Originally posted by -=V12US=-
                  Stand ground:
                  This guard will allways stay at one point, he will never leave it to chase a thief or to investigate...
                  I'm not sure that's such a good idea, because it would be far too easy to abuse. Just imagine TH-Flats for example. Guards bring AI's to exit, set them to "stand ground" in the tunnels and thieves can just hand in the towel. It's like whistler blocking, only they fight back when you try to move them. The rest sounds pretty good though...
                  I think it's a good idea. A human guard can decide to not move in the exit, and yet thieves often win the flats. Thieves have the overpowered crack arrow, and flashbombs to make AI move.

                  Comment


                  • #10
                    Originally posted by MrEricSir
                    I considered hacking the AI code a while back, but it's far too long and complicated, and on top of that it's poorly commented.
                    I guess you're looking at UT's AI? Joel's AI code is the most well commented code I've ever seen.

                    Comment


                    • #11
                      These are great ideas, although I think the Captain special abilities are a bit confusing.

                      I like the Assist option. Additionally, it would be hilarious if a list of thieves showed up in the submenu also!

                      Thief: "Aagh! Get away! Get away! Stop following me!"
                      "Garlisk's got a lov-el-y bunch of coconuts."

                      Comment


                      • #12
                        Originally posted by Buho
                        These are great ideas, although I think the Captain special abilities are a bit confusing.

                        I like the Assist option. Additionally, it would be hilarious if a list of thieves showed up in the submenu also!

                        Thief: "Aagh! Get away! Get away! Stop following me!"
                        Twas a suggestion, methinks Captains should be buffed up a little more, right now theyre just guards that shoot fire arrows.

                        They should look more impressive than normal guards as well, perhaps give them the Golden Armour TM.

                        Comment


                        • #13
                          I'm not too keen on all the different stnad ground, archer commands etc...
                          I think the guards should just be smarter and do stuff like throwing flares etc.

                          The 'Go and help xxx' is a GREAT idea but I'm not sure that the pathing that UT uses could support this at too great a distance (although I know little of these things...just on some maps they can hardly follow you..).
                          One of the three LANers of the Apocalypse!
                          -
                          The Unforgiven Casual Gaming Group - New Members Welcome

                          Comment


                          • #14
                            Fix the levels where you can't assign an AI to go somewhere, at the beginning of the game you want to get your AI safe but you've got to take them in 3's! spider is quite good for it, you just run around telling all your AI's to patrol the appts.
                            ~TuF~

                            Comment


                            • #15
                              Melee: Melee Captains will allways be impervious to KO's (Blackjack immunity).
                              Please no Blackjack immunity, woudnt be good.
                              Deftones

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