Jump to content

Stupid Ai - Key To Mission Diversity


26 replies to this topic

#21 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 07 October 2013 - 06:37 AM

View PostFut, on 06 October 2013 - 10:16 AM, said:

Although I agree that adding AI elements into some game modes could be a decent way to evolve the game a bit - I don't think that respawns should be included. The moment this game has respawns is the moment it takes a turn towards being an arcade shooter. First respawns, then ammo re-arming in game...etc.etc. (Slipperly Slope or something).
I don't think my cautious attitude is too paranoid either, I mean, we already have an arcade style 3PV, right?


I don't think you understand what he means by respawn.

Limited respawn, meaning that each player can only respawn between 2 to 4 times. It still plays the same way, it just adds a mechanic that extends the fight and makes objectives more important, especially in asymmetrical gameplay where only one side wins by going to time and not to a tiebreaker of kills. This makes since in a deathmatch style fight but not in a attack/defend setting.

When attacking/defending, having different tonnage/respawn mechanics adds to the uniqueness of the match. The attacking side can only ready up to 4 mechs (4 respawns per player) with lower tonnage. Defending side can ready up to 2 mechs (2 respawns per player) with higher tonnage. If attacker destroys a particular objective or captures a particular objective, attackers win. If defender destroys all attacker mechs or time runs out, defender wins.

Respawn mechanics with unlimited respawns or ticketed respawns will lead to rush tactics and is NOT what anybody wants. I think the majority of players wants a respawn that is limited by the number of mechs you bring, centered around overall tonnage, dependent on the mission type.

***EDIT: The only thing that will need to be added for limited respawn is the eject button so if your mech gets crippled beyond fighting capacity, you can eject to go to your next mech. This also keeps the other side from griefing by destroying everything on a mech then leaving it alive, leaving that player with no options (except maybe suicide by leaving map boundaries, but even some maps you can't reach those.***

Edited by Zyllos, 07 October 2013 - 06:46 AM.


#22 Gaan Cathal

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,108 posts

Posted 07 October 2013 - 08:42 AM

View PostKay Wolf, on 07 October 2013 - 06:24 AM, said:

Do you think MWO is, now, or could be, eventually, ready for this level of tactical expression? I don't know anything about Red Orchestra, am not a PvP player anywhere but in MechWarrior, period, so I only have your word to go on, so forgive me if I would also ask you, "screenshot, or..."? I know this would take more than just a screenshot, hehe, to prove your point, so don't worry about it. But, about MWO... could it be ready, do you think?


That's the million dollar question, really. Now? No, it's not. In the future? A couple of months ago I'd've laughed at the idea, but it's (slowly) getting there. There's still a dozen things deeply wrong with the game (Ghost Heat, EWAR, etc) but only so many of them impinge on the tactical side of the game.

There are four real issues I see with MW:O from a tactical standpoint:

a: EWAR. The state of the electronic warfare game is atrocious, which is unfortunate because it's an area MW:O had the opportunity to really stand out in, no other FPS really has the scope (PS2, maybe) to incorporate an elegant, cyclic EWAR game the way a Mechwarrior one does, and it's one of the few areas where the TT setup actually translates well. Sadly, PGI took it in a totally different direction and, as a result, there is no Electronic Warfare game. There's an Anti-LRM/Radar item, a Streak tax of 1.5t/2crit and an LRM tax of 1t, 1crit, 1e-hardpoint. I, and plenty of others, have gone into a lot of detail elsewhere about how it could work, so I won't soapbox here.

b: Weapon falloff. This causes a lot of weapon balance problems, in such a pervasive manner as to impact the tactical game. An AC/20 does almost as much damage as an AC/10 at AC/10 optimal. Short ranged weapons aren't short-ranged, and lasers are unfairly impacted due to a: worse falloff range and b: their damage/range relationship being inverted compared to ballistics. And LRMs aren't actually very "L" when ERPPCs can whack them for significant damage from out of LRM range, never mind that the missiles take a month to arrive above ~750m.

c: Time To Kill. This is an interesting one because most other highly tactical shooters have a very low TTK. The general trend, in fact, is for HP to drop as "tacticalness" increases. This has to do with the influence of the individual relative to the team. The extreme example at one end is Unreal Tournament/Quake Arena where players are bullet sponges and at the other RO2 where you can survive a hit to a limb, or a low-calibre torso hit, but most of the time hit = dead. (Interestingly stopping just short of 1HK actually promotes tactical play more than a 1HK setup because, again using RO2 as an example, you often can't be quite sure if you dropped someone at range, or winged them.) However, Mechwarrior is something of a different beast to non-mech-based FPSs due to the varied weapon systems and the locational ablative HP. Part of the problem with MW:O at the moment is that if you fight in a high enough bracket, backup weapons are generally dead weight unless the primary weapon is ammo constrained (and even then, for a lot of them two medium lasers could easily be two more tons of ammo) because you don't loose limbs. You lose your CT, unless you're obviously XLed at which point you lose an ST. Even if you fight in a moderate bracket, if you lose the armour on a compartment you can more or less guarantee losing it in short order. Losing actual components is rarely relevant since the whole compartment invariably follows. There'd be a lot more tactics in target selection both at the compartment and mech level if Internal Structure were significantly increased, meaning higher TTKs without increasing armour, thus meaning a longer time for components to be exposed. At the moment you just focus down an enemy mech, aim for the CT and nuke it as fast as possible. With longer TTKs without affecting armour you'd see two effects - firstly it would actually be worth purposely knocking the AC/20 out of a Yen-Lo (or indeed an Atlas) and then ignoring it for more important targets with most of it's damage neutered, secondly it would nerf Ballistics by hitting their ammo consumption, which is a problem at the moment, it's pretty hard to run out of ammo in MW:O and that impacts the usefulness of energy weapons quite badly.

d: Engagement scale. For reference, Red Orchestra 2 runs at 32 players a side, as does BF3. I don't think MW:O is ever likely to move beyond the 12-man team for Inner Sphere forces. For one thing they're largely sticking to canonical force sizes and the next one up is, I believe, a Battalion at (12*3=) 36. I just don't see PGI pulling that off any time soon, given the strain Company level combat put on both low-end player computers and the servers. Certainly they'd need a lot of new maps. However, this is where respawns can play a part in certain game modes.

Firstly, I don't think respawns, even in wave format, are appropriate for either of the current game modes as they stand. For one thing, capture objectives are far to close to the likely respawn locations. A wave respawn method would, however, allow for certain kinds of asymmetric game mode. Give one team no respawns, a higher tonnage limit and a highly defensible position, and the other team respawn waves. Team 1 has to defend their cap from team 2. Hey presto, a Normandy Beach Landing-esque map/scenario/game mode. This is essentially how RO2 works, except there are phased capture layers and the defenders do have respawns, just less. On larger maps you can introduce a central capture point or three (quite possibly the Conquest capture locations minus the spawn ones) and give both sides respawn waves. That will produce a protracted battle for the central territory with waves of reinforcements arriving, who are then faced with the decision to either reinforce the combat point, or divert to an un- (or lightly-) guarded enemy cap point.

In both the above cases, respawn waves can increase the engagement scale without needing to increase the number of players on field.



As for RO2, you're right a screenie won't do it justice. However I'll use an anecdotal example of my primary 'class' from RO2 - the Machinegunner. Now, whilst you can hipshoot the thing, it's an emergency measure and can be discounted for general play. You can set up either in windows (kill a lot of people before your head gets blown off) or hunkered down with a sightline (less immediate massacre potential, also likely to live longer than 30s). However, you can't just consider where you and your squad are moving. There are reinforcements (respawn waves) and one of the important roles of an MG is to cover the routes they will be using to link up with the surviving members of their team (it's important to note almost every map has two potential spawn points per side at any one time and you can pick which you arrive at, which makes literal spawncamping a lot less viable). So you have to decide if you'll support the advance or attempt to interfere with reinforcements, or try and find a (usually more exposed) firing position that allows for both. That decision point (and it's only one decision point, for one class) is the crux of the issue. The more decisions like that you're forced to make, the more tactical depth a game has. That is how respawns make RO2 a more tactical game.

#23 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 07 October 2013 - 10:06 AM

View PostGaan Cathal, on 07 October 2013 - 08:42 AM, said:

There are four real issues I see with MW:O from a tactical standpoint:

a: EWAR.

b: Weapon falloff.

c: Time To Kill. With longer TTKs without affecting armour you'd see two effects - firstly it would actually be worth purposely knocking the AC/20 out of a Yen-Lo (or indeed an Atlas) and then ignoring it for more important targets with most of it's damage neutered, secondly it would nerf Ballistics by hitting their ammo consumption, which is a problem at the moment, it's pretty hard to run out of ammo in MW:O and that impacts the usefulness of energy weapons quite badly.
It's been a while since I was ABLE to play a game -I have some sort of memory error, which I think is actually PGI telling me they don't actually want me playing their game; from a personal standpoint that works, but not a business one-, but the last time I was flinging LRMs down-range, my ammo ran out entirely too quickly. If you leave 'Mechs as stock, ammo for most weapons disappears amazingly quick. So, I don't know if this would still be valid, or not...

Quote

d: Engagement scale. For reference, Red Orchestra 2 runs at 32 players a side, as does BF3. I don't think MW:O is ever likely to move beyond the 12-man team for Inner Sphere forces. For one thing they're largely sticking to canonical force sizes and the next one up is, I believe, a Battalion at (12*3=) 36. I just don't see PGI pulling that off any time soon, given the strain Company level combat put on both low-end player computers and the servers. Certainly they'd need a lot of new maps. However, this is where respawns can play a part in certain game modes.
Agreed. I sure would like to be able to see engagements, registered as Lance, Company, and Battalion, not as 4v4, 8v8, 12v12, etc. I really wish PGI would use the terminology common to the BattleTech universe.

Quote

Firstly, I don't think respawns, even in wave format, are appropriate for either of the current game modes as they stand. For one thing, capture objectives are far to close to the likely respawn locations. A wave respawn method would, however, allow for certain kinds of asymmetric game mode. Give one team no respawns, a higher tonnage limit and a highly defensible position, and the other team respawn waves. Team 1 has to defend their cap from team 2. Hey presto, a Normandy Beach Landing-esque map/scenario/game mode. This is essentially how RO2 works, except there are phased capture layers and the defenders do have respawns, just less. On larger maps you can introduce a central capture point or three (quite possibly the Conquest capture locations minus the spawn ones) and give both sides respawn waves. That will produce a protracted battle for the central territory with waves of reinforcements arriving, who are then faced with the decision to either reinforce the combat point, or divert to an un- (or lightly-) guarded enemy cap point.
Okay, for a standard, non-contract-based game, to me this is fine. However, when/if we start getting into the strategic tactical game, this would be absolutely unacceptable.

There should be strategic waves for a Recon phase, and then for a tactical operations phase, and then for a combat phase, if that is necessary, or a force attrition game -guerrilla warfare-, and finally, also only if necessary, a planetary assault phase. During each wave, commanders from each side prepare an objectives/attacks schedule, and then if it's only going to be live-pilot forces, PvP, or even mixed with AI, then the combatant commanders for that combat should be allowed to select a time for the fight to be done. Each is a one-time, no-respawn, what forces you have is what you have, period -perhaps this could be done with a limited respawn, especially if, say, you have a small force of PLAYERS, but a larger number of assigned 'Mechs-, all-go-no-quit-big-nuts-harry-stamper sort of deal where, when it's done, it's done. Once all combat for a phase are completed, the next phase is opened up. If a Commander plans waves, then that can also be where the limited respawn idea comes from; once an individual is ganked, they and all who were ganked with them are made to wait until the release of the next wave, which could be cancelled by the overall force commander at any time.

For the Recon phase, small strategic targets are captured or destroyed -not this resource stuff- intel is gathered, each fight granting some manner of tonnage or battle value boon for the next phase. Tonnage limits should be between 40 and 150 tons per Lance, with the number of Lances agreed to by the overall force commanders. Tactical operations is similar to the recon phase, but with Medium and Heavy forces, tonnage limited between 100 and 250 tons per Lance. The Combat phase is fewer Medium 'Mechs than Heavies, but only a few assaults, and it is exactly what it sounds like, combat. You're fighting over strategic/tactical targets, you're capturing the enemy or burning them to the ground, etc.; tonnages between 150 and 300 per Lance. Force attrition is raids on opponent camps, destruction of assets and resources they need to continue prosecuting the fight, etc., with between 150 and 250 tons per Lance. Finally, the Planetary Assault is anything goes.

You might ask, "why the tonnage limits?" Okay, remove the tonnage limits and see what limitations Lances will place on themselves for various mission types. The ranges I have listed are notional, really.

Quote

In both the above cases, respawn waves can increase the engagement scale without needing to increase the number of players on field.
Yeah, but I would really love to see a pair of Battalions going at it on a huge map, to see flanks turned, to see strategic positions taken, inhabited, then taken again, etc. That would be pretty glorious, huh?

Quote

(it's important to note almost every map has two potential spawn points per side at any one time and you can pick which you arrive at, which makes literal spawncamping a lot less viable). So you have to decide if you'll support the advance or attempt to interfere with reinforcements, or try and find a (usually more exposed) firing position that allows for both. That decision point (and it's only one decision point, for one class) is the crux of the issue. The more decisions like that you're forced to make, the more tactical depth a game has. That is how respawns make RO2 a more tactical game.
How many people, if MWO had similar rules, do you think would actually live within those rules? For my part, it seems more likely that a respawn point would work anywhere at the edge of the map that would be accessible to the rest of the map. While the defender would need to deploy within one-half a side-length on the two sides closest to the objective(s) being defending -like the refinery in Caustic Valley- the way DropShips work to disperse 'Mechs, the attacker could literally appear anywhere else on the edges of the map. This would be true to drop dispersement in BattleTech.

#24 Gaan Cathal

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,108 posts

Posted 07 October 2013 - 11:11 AM

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

It's been a while since I was ABLE to play a game -I have some sort of memory error, which I think is actually PGI telling me they don't actually want me playing their game; from a personal standpoint that works, but not a business one-, but the last time I was flinging LRMs down-range, my ammo ran out entirely too quickly. If you leave 'Mechs as stock, ammo for most weapons disappears amazingly quick. So, I don't know if this would still be valid, or not...


To be honest, that's an artifact of stock builds in MW:O, not a weapon balance problem. The FPS environment would invalidate most of them, and the weird-*** heat system kills the rest.

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

Agreed. I sure would like to be able to see engagements, registered as Lance, Company, and Battalion, not as 4v4, 8v8, 12v12, etc. I really wish PGI would use the terminology common to the BattleTech universe.


Good news for you there, they basically do. The only engagements are Company-level (12v12) and in-game a team is called a Company, and each 4-man squad is called a Lance.

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

Okay, for a standard, non-contract-based game, to me this is fine. However, when/if we start getting into the strategic tactical game, this would be absolutely unacceptable.

[snip]



Replaying to the snipped portion as well as the quoted here. Firstly, I suggest you poke about in General Discussion for the links to the current information on Community Warfare/Planetary Conquest mode. It's looking far less in depth than your ideas, but I have to admit I'm pleasantly surprised by the level of complexity they appear to be aiming for - up until the latest release I was assuming we'd see a Star Conflict-esque territory control system. It appears that for mercenaries offensive drop weight will be determined by Dropship availability and defensive drop weight will rely on garrisoned mechs (how this is going to be limited we don't know, unless I missed it). We don't know how House-aligned Mechwarriors will deploy, it may simply be that whatever fights they participate in are assumed to be on the offensive or defensive targets selected by the House Command (i.e. the Devs). There's no indication that we'll see anything beyond Assault or Conquest mode in the actual matches as yet.

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

You might ask, "why the tonnage limits?" Okay, remove the tonnage limits and see what limitations Lances will place on themselves for various mission types. The ranges I have listed are notional, really.


I absolutely wouldn't ask that. Tonnage limits or something equivalent are a necessity for a competitive game to preserve any variety. The only time non-limited forces has really worked is EVE (arguably Planetside 2, but barely if it has) and that's a completely different beast, reliant on the single-server paradigm and CCPs particular infrastructure, PGI are not in a position to replicate either, not by a long shot.

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

Yeah, but I would really love to see a pair of Battalions going at it on a huge map, to see flanks turned, to see strategic positions taken, inhabited, then taken again, etc. That would be pretty glorious, huh?


The infrastructure (and the high number of low-end PCs playing) can't handle Battalion scale combat yet. I'd not be shocked if it was introduced in 12-18 months though, if PGI can pull things together and get their code tidy and stable.

View PostKay Wolf, on 07 October 2013 - 10:06 AM, said:

How many people, if MWO had similar rules, do you think would actually live within those rules? For my part, it seems more likely that a respawn point would work anywhere at the edge of the map that would be accessible to the rest of the map. While the defender would need to deploy within one-half a side-length on the two sides closest to the objective(s) being defending -like the refinery in Caustic Valley- the way DropShips work to disperse 'Mechs, the attacker could literally appear anywhere else on the edges of the map. This would be true to drop dispersement in BattleTech.


I don't see how they could avoid 'living within those rules'. We're not talking about an honour system here, we're talking about hard-coded limits on spawn location and how those are reacted to by players.

#25 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 07 October 2013 - 11:42 AM

View PostGaan Cathal, on 07 October 2013 - 11:11 AM, said:

Good news for you there, they basically do. The only engagements are Company-level (12v12) and in-game a team is called a Company, and each 4-man squad is called a Lance.
I think you misunderstood what I was saying, but I'm going to let it go, as my personal tastes and desire to see what I've grown up on -quite literally- are irrelevant to most folks, including PGI.

Quote

Replaying to the snipped portion as well as the quoted here. Firstly, I suggest you poke about in General Discussion for the links to the current information on Community Warfare/Planetary Conquest mode. It's looking far less in depth than your ideas, but I have to admit I'm pleasantly surprised by the level of complexity they appear to be aiming for - up until the latest release I was assuming we'd see a Star Conflict-esque territory control system. It appears that for mercenaries offensive drop weight will be determined by Dropship availability and defensive drop weight will rely on garrisoned mechs (how this is going to be limited we don't know, unless I missed it).
I would be very happy to start out with the things I've seen, thus far -and I read everything PGI puts out, to the best of my knowledge-, but they'll have to become a LOT more in-depth with it, eventually, improving it over time.

Quote

The infrastructure (and the high number of low-end PCs playing) can't handle Battalion scale combat yet. I'd not be shocked if it was introduced in 12-18 months though, if PGI can pull things together and get their code tidy and stable.
Y'know, that's exactly what I was thinking, though I must admit to leaning more into 18 months. By then, a lot more players will have better PCs, hopefully, and it will make sense to have it available. I literally don't know, for sure, where I'm going to be in 12 to 18 months, but I'm seriously hoping it's a hell of a lot better off than now.

Quote

I don't see how they could avoid 'living within those rules'. We're not talking about an honour system here, we're talking about hard-coded limits on spawn location and how those are reacted to by players.
Well, being honest, I was only thinking about having the spawn points be spread out as I projected, earlier. I know it's much easier to have spawn points nearer a base, or a few tactically-important targets, than most of the way around the map. I just think it would be interesting.

#26 101011

    Member

  • PipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 1,393 posts
  • LocationSector ZZ9 Plural Z Alpha, on a small blue-green planet orbiting a small, unregarded yellow sun.

Posted 07 October 2013 - 11:47 AM

View PostGeneral Taskeen, on 06 October 2013 - 01:15 PM, said:


This is false and has no evidence, only conjecture. MW:LL's Terrain Control, I have seen players continue to think tactically despite respawns. If their attack fails, they try a different approach, and different team tactics to get the job done.


You can look at other genres, specifically, the RTS genre. Most RTS games feature replaceable units, and usually an effective strategy is just to take a large amount of units and throw them at the enemy, and if they die, then oh well, you can have more. Then you look at other RTS games where you get a set amount of units and that's it, and the units mean much more, making it much less of a good idea to rush the target.

#27 Charons Little Helper

    Member

  • PipPipPipPipPipPipPip
  • 824 posts
  • LocationRight behind you!

Posted 07 October 2013 - 01:54 PM

View PostFut, on 06 October 2013 - 10:16 AM, said:

Although I agree that adding AI elements into some game modes could be a decent way to evolve the game a bit - I don't think that respawns should be included. The moment this game has respawns is the moment it takes a turn towards being an arcade shooter. First respawns, then ammo re-arming in game...etc.etc. (Slipperly Slope or something).
I don't think my cautious attitude is too paranoid either, I mean, we already have an arcade style 3PV, right?


I don't think infinate respawns would be a good thing. But perhaps a single respawn for an attacking force to represent superior numbers etc., while the defenders have turrets etc.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users