Extra AI helpers -1 reply

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mydjinny

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2nd August 2006

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#1 12 years ago

I know there is thread about adding civilians and bots - I keep hopnig someone answers the 2nd part, don't really care for the first. My suggestion on AI however is this: Y'know all those rolesthat should actually b done by more than one person but isn't cuz the extra roles aren't fun e.g. loading an AT gun whiles someone else fires? You could have AI 'appear' to do that. In other words, when a player gets 'into' an AA or AT, a bot appears by the vehicle and each time the player fires, the bot performs the action. Also, a commanda doesn't need to have a radio on his back, but rather an bot could follow him around with the equipment. And the same action of the commander (captain, actually) putting the binoculars to his eyes when calling for arty, the bot holds the phone to his ear. There are more of such redundant roles that no player wishes to do, but would make FH2 look very real if they existed - Just can't think of all of em right now.




caeno

Yeah.

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9th August 2003

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#2 12 years ago

I'd like uncappable bases to have bots defending them 24/7. Try to planerape a base which has 4 vierlings and bots doing the shooting. Byebye planerapers ;) Or try to enter by ground when theres some static defguns manned by bots shooting at you :)

On topic: That would atleast make the game feel like your in a war since there's more people and more action going on. Of course, this all needs cpu power and might cause lag. Also, what if you shoot a bot? does it return fire or just die? what happens to the at gun the bot was reloading? do they instantly reappear?




Free

Night Life Minister

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7th May 2003

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#3 12 years ago

1- I spend approx. 2 hours on the phone every day so don' t tell me beying the marconist (radio man) isn' t fun. "Hello, is this Sergent John from the artillery in the north? Yes, hi, I was wondering if I could have artillery fire at 415, 678... Ok, thanks, I' ll wait... du du du du... Have you heard about Private Dawson? Yeah, with a nurse! You should have seen the Captain when he got in the room!" 2- If bots do all the dirty job then where' s the fun? 3- If they add these kind of bots ingame I think the devs should add at least ten usable benches for every spawn point since it' s gonna be just a show, not a game...




mydjinny

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2nd August 2006

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#4 12 years ago

Someone spending his entire game loading shells into an arty isn't exactly what I'd define as fun. Nor is reloading a Boffer AA gun, or running by the side of a captian with nothing but a radio, or trying to heal fallen soldiers (espeicially) when the Geneva convention insists you don't carry a gun! Now, for the sake of environment and realism, the bots could be the ones to do such things. Sentries gaurding checkpoints would be permanently positioned... I hope this bit of realism keeps the game fun, planes would have to land for AI ground crew to repair and rearm them before their next run. Ofcourse, in COOP, all these roles would be replaed by the good-ol-fly-over reload trick that all pilots know but veterans would never tell you. I'm talking about making FH2 feel completely like WW2 without making too many roles for players. Imaigne an MG gunner with an AI feeding him ammo - I know the role is fun, but I wouldn't want to lose a game and tell ppl I helped i the war effort by feeding bullets to someone else...Afterall, how often do you really see single MG gunners firing 600+ rounds a minute without some other guy holding the bullet belt (or whatever its called).

Bots manning AA, MG and At can be killed - All they do is give visual to the action of firing. So if they die, the AT, MG and AA would still work as it did in FH...maybe a bit slower if that is code-able...But otherwise, the same. The MG extra would have bullets in his hands so when he dies, they dissapea with him rather than remain hanging in mid-air. Same for the AA and AT extra... The shells in his arms are his, and thus, go with him You can even accidentally hit a bot with you plane as you land on the runway and stil have the guy come fix and furnish you with bombs (i.e. if he survived the collision). No bots around, the runway does it's former duties. Maybe, even in COOP the role of bots can de divided into 2: The extraz and the GIs (as was in FH1)... I like the idea about bots in plane-raping also...They act as a check to the game... Mabe even that commisar in Stalingrad who shoots you in the back of the head when you decide to retreat back beyond the Volga :)




caeno

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9th August 2003

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#5 12 years ago

Fed, I was only talking about uncappable bases which most likely will be located near the map edge. And of course, all artys, AA's etc. could be manned by humans when ever they want to. The bots would only be there when no humans are in them. :)




Coca-Cola

[130.Pz.]A.Aussen

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28th August 2006

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#6 12 years ago
mydjinnyI know there is thread about adding civilians and bots - I keep hopnig someone answers the 2nd part, don't really care for the first. My suggestion on AI however is this: Y'know all those rolesthat should actually b done by more than one person but isn't cuz the extra roles aren't fun e.g. loading an AT gun whiles someone else fires? You could have AI 'appear' to do that. In other words, when a player gets 'into' an AA or AT, a bot appears by the vehicle and each time the player fires, the bot performs the action. Also, a commanda doesn't need to have a radio on his back, but rather an bot could follow him around with the equipment. And the same action of the commander (captain, actually) putting the binoculars to his eyes when calling for arty, the bot holds the phone to his ear. There are more of such redundant roles that no player wishes to do, but would make FH2 look very real if they existed - Just can't think of all of em right now.

Nice expantion to what I said in the moveable AT gun thread, I love it

*waits for a dignified response to this sugguestion:cya:*




Free

Night Life Minister

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7th May 2003

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#7 12 years ago
caenoFed, I was only talking about uncappable bases which most likely will be located near the map edge. And of course, all artys, AA's etc. could be manned by humans when ever they want to. The bots would only be there when no humans are in them. :)

Yes, but most of the people will say: That thing is manned, man, cool, man! I am going to look for the Tiger, man! Blow me up some tankz, Tiger! Vroom Vroom! And the ones who will actually enjoy the beuty of a AA gun or an AT gun will be few. So if Manned Static Defense brings us to More Necessary Vehicles Waste and Manned Static Defense are used by Bots, this means that Bots will be the cause of more Noobs, which are equal to the Vehicle Waste multiplied by 2X. And this is the Fed' s Query.




blackcat13

comment: i am Dyslexic

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22nd February 2005

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#8 12 years ago

hmm i do like this idee

medics have now wapens so not many pipel will play the medic maby you can make it so that the wen you kill a medic it will be the same as a team kill




Sleestack

Got some death to do.

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10th July 2006

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#9 12 years ago

All this will be fine & dandy till a bot somehow TK's your tank. :smokin:




mydjinny

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2nd August 2006

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#10 12 years ago

Bots can't TK cuz they are 'attached' to the vehicles. And the only real mobile bots; radio men and medics don't have guns. The bot here is not a thinking one, just an 'acting' one. These bots are seperate from the ones that COOP has in that they are simply there to make vehicle use realistic and add a bit of speed to the fire-rate. A bot (non-thinker) that appears by an MG gunner (a COOP bot or player - in other words a thinker) simply adds increased rate of fire to the gun and so when he is killed, he dies and the only loss is a bit of speed of fire... His biggest contribution is the look that the MG has: A gunner with the bot feeding bullets to it. The same for the AT and AA - He simply puts shells into the tube, the firing and aiming are still done by players or COOP bots as was in FH1 (no difference). The loss of not having these non-thinking bots is simply a slight loss in ROF.




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