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Ai Controlled Defense Turrets


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#1 Tombstoner

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Posted 12 July 2013 - 11:08 AM

PGI has stated a desire to have some sort of automated defense system for player bases.
what this entails is up in the air. I suspect some simple turreted LRMS and ERPPC/ERLL systems.

Remember the game has pin point convergence so the AI should be able to consistently one shot your head if it wanted. Some form of Inaccuracy generator would need to be used to preserve some sort of game balance.

But its the future they have Battlemechs and jump ships, PPC's all sorts of advanced tech. Thus a sufficiently advanced targeting AI could easily compensate, predict and correct for targeting error, thus a RNG is not reasonable means of game balance. AI defense turrets should be able to make head shots every time. 3 defense turrets each with an erppc... boom goes your head as it crests a hill.

Now the argument could be then why not put that AI in my mech.. well the amount of computer resources would be excessive for a battle mech. lets say for the sake of argument an AI targeting computer would be 100 tones:generators heat sinks, memory and cpu's. its just too big to fit in a mech. its also posable to run a targeting app on my iphone. screen scrapping anyone?

My question for the community is what skill level should the targeting AI be assigned?

Edited by Tombstoner, 12 July 2013 - 11:30 AM.


#2 Unbound Inferno

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Posted 12 July 2013 - 11:10 AM

No to the inaccuracy on turrets. If there was a chance of base-camping if they ever introduce respawns, we should kill any chance of that.

I say pinpoint perfect center of the mech accuracy. Make them regret approaching the home base.

#3 Felicitatem Parco

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Posted 12 July 2013 - 11:11 AM

There is a significant chance that this thread may generate unproductive and nonconstructive comments, based on the terminology originally employed in the OP...

I would suggest either re-wording the opening post if the purpose is to make a serious discussion, but leave it as it is if this thread is intended to be for horsing around.

#4 Redwood Elf

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Posted 12 July 2013 - 11:23 AM

I'd prefer a ring of SRM 2's or machine guns with 2 flamers on the derrick itself (Destroyable), and the base capture doesn't begin until all the defense turrets are destroyed (and attacking them gives the "Base is under attack" alert, even if they're long ranged with ERPPCs or some other long range weapon) - make them fairly fragile, so even a pair of small lasers could take them out within a minute, but at a risk of damage to the mech that does so. Giving the turrets long range weapons like ERPPCs or LRMs would make parking at your base to get the extra firepower far too attractive.

#5 LeShadow

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Posted 12 July 2013 - 11:24 AM

Why not keep it simple? Let them aim straight at the CT, without any adjustments for target velocity/rotation. You can move and twist to spread the damage around. If that's still too accurate, update the aim only once per .5 sec or something. Gives people a fighting chance without having to resort to random numbers. Bonus: Very easy to implement and minimal resource cost.

#6 Tombstoner

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Posted 12 July 2013 - 02:35 PM

This topic was moved to the Features suggestions section when its not a suggestion but a preexisting idea. Its intended to provoke thoughtful commentary for game system design/ balance for a range of "skill levels" and how to implement it fairly...... o well... Can it lead to a comparison and contrast of the current state of targeting and damage allocation by opening another can of worms you bet ya.




Interesting comments thank you. i think it covers the range of responses i was expecting.

1- Make them strong to prevent spawn camping, but the down side is that it can be used to supplement combat and promotes base camping.

it would also hinder the light fast cap.

2- Make them short range and week.

for some structures like the oil rig i would agree. For later game modes like base defense or drop ship assault. I see the need for stronger much more then token defensive systems.

3- give them 100% accurate targeting but only to the CT and limit up date times.

This is part of the "skill" convergence debate that could blow up the thread, but its also the heart on how to implement AI turrets and game systems. why should an AI live with a RNG , COF, TCL system when its clearly more skilled then human gunners. This is also part of the low vs high ELO debate and match balance.

For example I'm in a light and i base rush only to have my CT cored. having 100% accuracy with 100% precision is OP for single ppc's let alone any medium defenses like 2 ERLL turrets or heavy turrets with 3-6 erppc' or 1x ultra- 20 or even a small turret with one ac-2.

One thing i would like to see is a player drive up to a control unit and take personal control of the direct fire weapons. this would leave the player completely vulnerable - balance point. or can be filled by a player who is dead. giving them a second chance so to speak. This would work only if all players are more skilled then the AI.

Edited by Tombstoner, 12 July 2013 - 03:17 PM.






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