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(unofficial) Ravenfield Bugs & Suggestions Repository
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Seriously Aggressive Bots #140

Open MatLys opened 6 years ago

MatLys commented 6 years ago

Currently, bots travel to a single point, at which they position themselves and intermittently fire at other bots. After that is done, they sit there and defend the point for most of the game. This suggestion will outline my train of thought of how these bots can be turned from what they are now to more lethal and "human" soldiers:

a) Panic.

b) Reaction.

OFFENSIVE: Bots are dedicated to moving to the capture point. Sprint from cover to cover, firing in single or double bursts at the closest enemy bot to them. Anyone with an explosive or area damage weapon is prioritized, as are armored vehicles or aircraft. Any friendly armored vehicles are moving forward, with the intent of i) firing at any enemy that moves, ii) rolling in front of the infantry to protect them. Any aircraft in the vicinity start bombarding the enemy's defenses.

c) ... perhaps some strategy?

MatLys commented 6 years ago

And, for the record, I would like to add a crucial aspect: in current Ravenfield, bots generally suck at attacking positions, only advancing at a trickle. Thus, battles usually stagnate and never actually advance. This will change: when any position becomes an objective, the AI system will throw all it can against that position, and it will be very aggressive. Obviously, this will utilise methods used in the above post.

Axeman76 commented 6 years ago

I agree with these suggestions, I think they would make the game even more enjoyable.

Jack-Attack227 commented 6 years ago

Adding onto Seriously Aggressive Bots: 7ers2c2 images3p2ilv3o

Suppression: It occurs when bullets land or are within a few metres of you or the bots. When it happens to bots they would enter the panic mode. The effect would be most effective with light or heavy machine guns or sniper rifles. For you when it happened a blur effect would happen and the higher calibre and closer the bullets the intenser the blur would get. If you or the AI are getting supressed you become slower and less accurate. Also AI that were using LMG/HMGs or sniper rifles will use this to their advantage they will stay back and fire at where the AI were last seen.

Bipods: Will be implement this will help AI supress enemies.

Prone: For most of this to work prove and diving into cover will need to be implemented.

Explosives: Loud ringing and blur effect would happen when and explosion goes off near you, AI if they see a grenade near them will either run away or dive onto the grenade this will only kill the bot that dived onto it and save the other bots.

Vehicles: Ai will run away and find cover if they see a vehicle and they have to anti-tank weapons and if planes or helicopters are coming towards AI they will scatter and find cover.

Positions: Ai will hold key positions even if they aren’t actual points, for instance if there is a hill that overlooks a point AI will hold the hill, these point could be placed by map makers.

MatLys commented 6 years ago

Wow... uh... I didn't expect such an in depth reply. I think what you said in terms of suppression is a start, and I like the idea with bipods. I also think that units with no explosive weaponry should stay away from tanks, helis, etc. The position holding is nice, though I am not sure how we can implement that in Unity.

On Sat, Jun 23, 2018 at 12:35 AM, Jack-Attack227 notifications@github.com wrote:

Adding onto Seriously Aggressive Bots: [image: 7ers2c2] https://user-images.githubusercontent.com/38716200/41805710-a1197482-76f2-11e8-89a7-ae0ffca306d4.jpg [image: images3p2ilv3o] https://user-images.githubusercontent.com/38716200/41805716-b3d4219e-76f2-11e8-9c7c-076b0ce92dc3.jpg

Suppression: It occurs when bullets land or are within a few metres of you or the bots. When it happens to bots they would enter the panic mode. The effect would be most effective with light or heavy machine guns or sniper rifles. For you when it happened a blur effect would happen and the higher calibre and closer the bullets the intenser the blur would get. If you or the AI are getting supressed you become slower and less accurate. Also AI that were using LMG/HMGs or sniper rifles will use this to their advantage they will stay back and fire at where the AI were last seen.

Bipods: Will be implement this will help AI supress enemies.

Prone: For most of this to work prove and diving into cover will need to be implemented.

Explosives: Loud ringing and blur effect would happen when and explosion goes off near you, AI if they see a grenade near them will either run away or dive onto the grenade this will only kill the bot that dived onto it and save the other bots.

Vehicles: Ai will run away and find cover if they see a vehicle and they have to anti-tank weapons and if planes or helicopters are coming towards AI they will scatter and find cover.

Positions: Ai will hold key positions even if they aren’t actual points, for instance if there is a hill that overlooks a point AI will hold the hill, these point could be placed by map makers.

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