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Author Topic: A Idea to flesh out gameplay  (Read 16421 times)
levithan01
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« on: February 14, 2010, 10:01:40 PM »

Yeah im just making a suggestion here as well as on Mod Db
I've played a few hours on this mod with friends and clan mates (I'm 15th) You guys have probably seen most of us 15th members around the exterminatus servers. Anyway we have been working on a little suggestion of AI Bots for each team, to flesh out the combat these bots are say 1 shot kills by the player units They could range from. Hormagaunts for the Tyranids and Imperial guard or scout marines for the SM. These would go around in sqauds and head to the next objective (( Or defend) and would be on equal footing when against other AI bots, however when against players the Hormagaunts which are the melee tyranids main swarm unit get one shotted by bolt rifles, and the imperial guard/scout marines don't do much damage to the Tyranid players to counter the fact they have range. This is aimed to fill out the game play and make the tyranid's and Space marines feel like the super units and soldiers they are, I mean warrior tyranids are still Strong Elite tyranids, I mean a carnifex should be able to go through 3-4 Tactical space marine squads, not just 3-4 single marines. So by adding the Ai bots it makes these units feel super, Not to mention the space marines blasting away at swarms on Hormagaunts, and the appearance of a player actually poses a threat rather than the normal fight. Maybe if you implemented this system, you could change the kill to unlock thing, to Only killing players. But the Killing of Ai does give you points just doesn't unlock the special classes. Ps Sorry for bad grammar/Spelling.

Ps If you guys need a hand with any modeling ask away, Im a pretty good 3d modeler.
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Typheron
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« Reply #1 on: February 14, 2010, 11:12:49 PM »

We tried ii already, the Half Life 2 AI needs heavy recoding to work. The original proposal we drafted both sides had AI, one had guants that the warrior could take and one had friendly AI helping the marines.

However as noted the Half Life 2 AI is weird as hell and after 6 months of work they were not behaving as intended. Now they were not full bots (more like the antlions in HL2) but would have added to the feel of grander things going on.

As for full blown AI bots ala counterstrike, the code work is somewhat beyond us at the moment so its unlikly they would show up anytime soon.
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levithan01
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« Reply #2 on: February 15, 2010, 02:01:52 PM »

Ah ok, I wasn't sure to the extent that it would take to code them in. The Idea was that there are some videos of GArrysmod NPCS Vs NPCS in fights, where the ai has been coded and stuff. Basically an extended principle of that, where they just have patrolling paths and they are set to attack the opposite team and the opposite teams ai. So Kinda a simplified version of both.
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Battle Brother Arius
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« Reply #3 on: February 15, 2010, 06:03:04 PM »

Quote
I mean a carnifex should be able to go through 3-4 Tactical space marine squads, not just 3-4 single marines

Of course,  Smiley Should those thirty or forty Space Marines deem it wise to all stand in close formation and allow the Carnifex to plough straight through them. 
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Typheron
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« Reply #4 on: February 16, 2010, 01:01:39 AM »

heh, the problem is actually pathfinding for the AI, we have made maps in the past where antlions spawn at regular intervals and you have to fight them as well as other things.

Any mapper could make one and just have any AI from HL2 spawn. But trying to get them to navigate a map is much harder as you either have to set up a complex series of waypoints and a set of Ai commands to govern where they go, or have them route on the fly (which is even harder).

Shame really, but we do plan to try and get the guants as Ai sidekicks to the warrior back in at some point.
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levithan01
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« Reply #5 on: February 16, 2010, 10:38:09 AM »

Ok i see, Seems my idea was already in the works Tongue. Also Perhaps adding another Marine class.

Scout marine

Armed with a Scout Marine shotgun, Sword/Machete and a Bolt Pistol.

Maybe has a faster normal run speed than a marine, is slightly weaker and has a longer sprint speed. This is just so that he can get close with the shotgun do lots of damage then run out Ala Scout from TF2. It would be the offensive equivalent of a heavy, The Heavy is slow and does loads of damage, fast firing makes it perfect for defending locations, but when it comes to attacking it's slow speed makes it easy to ambush, So a scout would be more effective replacement in some instances.

A Addition to the Tyranids isn't a new class but is instead a new ability to the lictor.

If you gave the lictor the ability to break stealth and use its tongue to pull and drag marines, it would make game play as a lictor a lot more tactical, They could drag marines from the main group and then kill them and various other things. Making them a much better asset and more of a challenge rather than just a warrior that can cloak without the death spitter.

Thats all i've got for now.
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cowz with gunz
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« Reply #6 on: February 16, 2010, 08:44:01 PM »

Quote
We tried ii already, the Half Life 2 AI needs heavy recoding to work. The original proposal we drafted both sides had AI, one had guants that the warrior could take and one had friendly AI helping the marines.
]

You mean ii? insects infestation? that game was BEAST I tried to help revive it but idiots got in the way so I could not do much, ( not including phobia or lemmi)
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levithan01
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« Reply #7 on: February 16, 2010, 09:48:20 PM »

It was typo of it i believed.

Anyway i have another idea, there really should be a support class for the space marines Eg Ammo and Medic maybe a Tech Marine might work or a Chaplain. But just some sort of support classes, because if heavy is played well it burns through ammo pretty quickly.
« Last Edit: February 16, 2010, 09:59:45 PM by levithan01 » Logged

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