RPS preview and new images. [August] - by Ostriig
DDL on 11/8/2010 at 20:16
Not what I meant. I am well aware that the DX AI could be improved, and that such improvements are eminently doable. What I am concerned about is the constant reference to some sort of "coolness" factor, which I suspect will play a part in how they 'improve' the combat. So instead of somewhat clumsy "pick your moments, learn the patrol routes, use quieter takedown methods, go for stragglers, etc" (because this is realistic, and real life combat is messy and relies a lot on smacking people who don't know you're even there), you'll have elegant deathdealing 3rd person takedowns and "smoothly integrated but nevertheless 3rd person" cover systems, that, like all cover systems, rely on the game recognizing a given piece of the map as "cover", and essentially a lot of stuff that indicates you are one pimped out badass.
That sort of thing.
It's also kinda a trend nowadays to refine your AI: you have combat peeps who have combat AI, talky peeps who have talky AI, wandering peeps who have wandering AI, and static peeps who..are barely using AI. Consider something like mass effect 2, where huge numbers of people are essentially animated scenery, huge numbers are simply combat drones for killin', and the rest are..well, party members. I doubt these all use the same AI, whereas in DX, all scripted pawns did.
It's a much harder thing to achieve, but it's vastly more elegant, and a laudable effort. As noted, I doubt such a thing will be attempted here.
Don't get me wrong, though: I would LOVE to be proved incorrect on this.
mothra on 12/8/2010 at 10:27
Quote Posted by DDL
Not what I meant. I am well aware that the DX AI could be improved, and that such improvements are eminently doable. What I am concerned about is the constant reference to some sort of "coolness" factor, which I suspect will play a part in how they 'improve' the combat. So instead of somewhat clumsy "pick your moments, learn the patrol routes, use quieter takedown methods, go for stragglers, etc" (because this is realistic, and real life combat is messy and relies a lot on smacking people who don't know you're even there), you'll have elegant deathdealing 3rd person takedowns and "smoothly integrated but nevertheless 3rd person" cover systems, that, like all cover systems, rely on the game recognizing a given piece of the map as "cover", and essentially a lot of stuff that indicates you are one
pimped out badass.
That sort of thing.
It's also kinda a trend nowadays to refine your AI: you have combat peeps who have combat AI, talky peeps who have talky AI, wandering peeps who have wandering AI, and static peeps who..are barely using AI. Consider something like mass effect 2, where huge numbers of people are essentially animated scenery, huge numbers are simply combat drones for killin', and the rest are..well, party members. I doubt these all use the same AI, whereas in DX,
all scripted pawns did.
It's a much harder thing to achieve, but it's vastly more elegant, and a laudable effort. As noted, I doubt such a thing will be attempted here.
Don't get me wrong, though: I would LOVE to be proved incorrect on this.
yep, different "flavors" of AI should supplement the characters but not define them. I hate those AI where one guy ALWAYS stays at the same spot because the designer told them to so you HAVE to kill him or do whatever and this breaks the immersion since I could sneak by/knock out/distract all other guards and they don't show me any reason for this guy to behave that way.