| Re: What should the AI consider?[message #317445]
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Mon, 15 April 2013 06:56 
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Durak |
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Messages:57
Registered:April 2010 |
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Torres84It would be great if they stayed away from their comrades corpses, most of the time I have only to face the same direction and they keep coming even on open grounds with the bigmaps, it's just a massacre.
Also, would it be possible to make them fire at your last known position? make them start suppression fire or throw grenades, to at least force you to move.
Fully agree with that.
I'm not a coder, but this sounds like it could be done without tremendous efforts, and it would have a huge impact on how battles are fought.
Plus when throwing grenades, they shouldn't be throwing SMOKE grenades at their enemies - because this makes absolutely no sense.
They should use them to cover their approach or retreat.
edit:
Once the player gets high range weaponry the AI enemies always seem to be completely disoriented and passive.
When I shoot them from a great distance, many battles are over before they even fire a single shot at one of my mercs or in the general direction where the shots come from, which is imho THE reason why mid/late game may soon get boring.
They just can't cope with your scope...
[Updated on: Mon, 15 April 2013 07:13] by Moderator Report message to a moderator
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Corporal
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| Re: What should the AI consider?[message #317447]
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Mon, 15 April 2013 09:00 
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Durak |
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Messages:57
Registered:April 2010 |
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Yeah, but most of the time something like the following happens:
A group of fighters (militia or enemy soldiers) bunches up, preferably in the open (i.e. in the middle of a road). A soldier from the opposite faction approaches. He is throwing a grenade. You think: Yay! (or: Noooo!, dependant on which side the thrower is on). A cloud of smoke arises, the whole group gets invisible, and no one is able to see their targets anymore. You think: Why didn't you throw something which goes boom, you could've take out half a dozen enemies, you idiot!
I don't think this is a good game mechanic.
And especially on BigMaps there shouldn't be a problem with too many corpse obstacles for the enemy.
This might be true for narrow passages, interiors and such, though.
Maybe solve this by prioritizing "uncorpsed" tiles for enemy pathfinding, so they only step on tiles adjacent to or directly under a corpse when there is really no other way?
Or... throw a smoke grenade on the corpse to cover their approach
[Updated on: Mon, 15 April 2013 09:08] by Moderator Report message to a moderator
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Corporal
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