Greetings all,
The coding required to build a functional and seeming 'real' Ai group of 5 Elementals is difficult code to start. Having this type of object and group now 'read the terrain' and path's, follow group tactics and target enemy Mech's. Adding in there ability to use jump jets and a claw device that can destroy armour, plus physically attach to the Players Mech during an attack. All much more difficult and as stated, hit detection now becomes a very complicated issue.
- If an Elemental is attacking and attached to any Players Mech, it would normally be well out of any weapons arc for that Mech Pilot.
- Probably necessitating that Mech to get assistance from another close Pilot (intended friendly fire here) or attempt to knock off the Elemental with a deliberate collision into near objects or terrain. (we see no effects from collision at this time so that would need to be 'enabled' again.)
- The Elementals would be very difficult to dislodge once in attack mode and attached to there target, I am now assuming the Mech models would need to have additional or fine tuned hit box's for such a small attacker and it's ability to destroy or remove Mech parts. (necessitating a 'rebuild'/'addition' of every Mech's coding.)
~ Lore instances of Elemental Pilots having uncanny movement abilities, being breed specifically to operate these massive armoured power suits, surviving countless battles against Mech's, and having head counts for Mech's defeated. All lead us to believe these are not Piloted weapons to be trifled with and very serious threats to any Mech's.
For any Ai element to be seen as believable is a difficult task for the game designers and programmers to accomplish. Many games fail at this with predictable movement and reactions that can be used against them. It takes quite a bit of talent, knowledge, tactics, and gameplay skills to even come close to designing something that resembles true ground element movement. (Elementals are another level higher for this task.)
- Before any thought of this type of object is created we need physical collision and knockdown brought back into the game.
- Tested and brought to a level where it functions as intended.
- If Elementals are fully capable of 'legging' a Mech, that Mech need's to be able to be knocked down.
(and all the associated effects due with that type of feature, much more coding for every aspect of the game.)
Simple Ai Infantry can be produced (again much coding) to 'avoid' locations where Mech's are moving through, as they normally don't carry the weapons designed to assault or pose much threat(normally). Built to react to opposing Enemy ground Infantry only.
(but this would only be additional eye candy for the Mech Pilots, but seriously task the engine with all the additional weapons fire and hit traces from many more elements. Russ stated we are nearly at the limit of the CryEngine with 24 Mech's and all the weapons fire calculations required now. Adding 20 to 50 more objects that can require LOS and trace calls may be too much.)
Personally, I would like to see combined arms engaged in epic battles for locations, perhaps not against the Mech's but each other. And I haven't even mentioned that each Faction fielded different types of Infantry and support elements, all needing different designs and weapon choices.
Reminded of great art work by Spooky777 of combined arms battles,sample:
This would be epic for MWO.
Aim True and Run Cool,
9erRed