Open fearlesswee opened 1 year ago
The pseudo AI in F.E.A.R is very well handled, even today. I don't personally support all of these 100%, as we'd want to maintain user freedom, but many are good.
The pseudo AI in F.E.A.R is very well handled, even today. I don't personally support all of these 100%, as we'd want to maintain user freedom, but many are good.
That's the thing, many of these are impossible to do without base engine-level additions, meaning there isn't user freedom here. If you added support for NPCs to throw grenades, for example, you could just have an option to switch it off. That way people who want them can have them, and those that don't, don't. But as it stands we're all forced to not have them, because the engine doesn't support it.
i agree that the AI needs a big overhaul.
Also AI needs fixing as i have posted several time.
All the AI should be optional as well, like percentage chance etc. Example : If AI Health drops below 70% take cover. Example : If AI Health drops below 40% retreat. Example : AI has 0% chance to take cover. Example : AI has 70% chance to Stand Ground. Example : AI has 10% chance to Flank Target. Example : AI has 40% chance to Get Close to Target. Example : AI Accuracy is 75% Example : AI damage multiplier is 50 Example : AI Health Regen is 20 hp per 10 seconds.
A lot of these things are already in there, and just need more options, so the DEV can fine tune his AI how he likes it to be.
I cant see that a lot of this stuff would be hard to add, and it would make the AI so much more customisable.
This has all been asked for before, add it to existing posts is much better than repeating everything over and over
See also: #4161 #4026 #2513
I'm closing other threads on AI enhancements in favour of this one.
Its no wonder things get lost or substandard changes get made arbitrary closing of threads achieves nothing as all ideas should be stored and investigated for merit not just decided upon by one person that always leads to bad outcomes.
Nothing is getting missed, just combined so that the AI threads are in a single place. Closed threads will be linked here on this issue. As a reminder to everyone, please use the search function before posting as it helps to have similar requests in one place. You can always add to an existing past.
AI do not ragdoll when killed by an explosion. If I blow up a barrell next to an enemy character they should ragdoll 20 feet in the air or w/e distance away from the explosion depending on what their weight is set too or what the initial explosion damage is set too. Obviously same thing for the enemy being killed by a grenade. Having the enemy play a death animation like they were shot in the stomach when they were killed by an explosion looks strange.
Doesn't seem to be a way to have enemies go to ragdoll and be affected by external things like explosions at the moment.
Some of these improvements could be done now via custom behaviors or editing the default soldier script, however not only would some require fundamental engine-level changes, but I feel that including these improvements as an out-of-the-box thing for all users would greatly improve the default AI in MAX (which are many peoples' first impression of what kind of games MAX can make, and “poor AI” is a very, VERY common complaint across TGC’s game makers.)
I'd be very, very interested to hear a TGC developer's thoughts on each of these suggestions to know what they think of them from a gameplay standpoint, their thoughts/questions/concerns regarding implementation, possible technical hurdles, etc. I'd hate for this to just get slapped with the old "enhancement" sticker with no further elaboration of any kind and left to collect dust.