

Pve?
#1
Posted 16 November 2014 - 03:45 PM
#2
Posted 16 November 2014 - 03:49 PM
#3
Posted 16 November 2014 - 03:50 PM
Kirkland Langue, on 16 November 2014 - 03:49 PM, said:
shoot some small stuff will be great begining to start making pve
#4
Posted 16 November 2014 - 04:38 PM
Edited by Durant Carlyle, 16 November 2014 - 04:39 PM.
#5
Posted 16 November 2014 - 05:44 PM
#6
Posted 16 November 2014 - 06:43 PM
Way back in the day, I wrote this. If you want an interesting but outdated little tidbit if you want a read. Probably everything in it is broken though as Clans out, Quirks out, etc and those missions will be tough to place in. Give it a read though for anticipation and drooling.


#7
Posted 16 November 2014 - 06:48 PM
#8
Posted 17 November 2014 - 03:20 AM
#9
Posted 17 November 2014 - 03:21 AM
Tombstoner, on 17 November 2014 - 03:20 AM, said:
Just like how theAI was coded for every other game that includes AI? Men of war, BF series, MW2-4..........it can be done lol.....
#10
Posted 17 November 2014 - 04:47 AM
LordKnightFandragon, on 17 November 2014 - 03:21 AM, said:
Just like how the AI was coded for every other game that includes AI? Men of war, BF series, MW2-4..........it can be done lol.....
are you suggesting the AI uses a Cone of Fire to simulate accuracy, other wise its just going to be all head shots.
#11
Posted 17 November 2014 - 05:34 AM
Tombstoner, on 17 November 2014 - 04:47 AM, said:
You can program the AI to behave however you want it too. That would mean making the chance of it succeeding at head shots very low, whereas it's chance to hit other components are higher. Lower difficult AIs would have a harder time hitting the same location multiple times.
Edited by Deltron Zero, 17 November 2014 - 05:41 AM.
#12
Posted 17 November 2014 - 05:48 AM
#13
Posted 17 November 2014 - 05:56 AM
Deltron Zero, on 17 November 2014 - 05:34 AM, said:
You can program the AI to behave however you want it too. That would mean making the chance of it succeeding at head shots very low, whereas it's chance to hit other components are higher. Lower difficult AIs would have a harder time hitting the same location multiple times.
Exactly the probability is spelled out in the code. Thus without some form of intermediate mechanic any form of player vs. AI becomes a 2d6 roll to win or how ever you want the odds....
#14
Posted 17 November 2014 - 08:19 AM
Tombstoner, on 17 November 2014 - 05:56 AM, said:
Exactly the probability is spelled out in the code. Thus without some form of intermediate mechanic any form of player vs. AI becomes a 2d6 roll to win or how ever you want the odds....
I don't understand your point. It sounds like you are suggesting that the AI will just be able to 'defeat' you a certain amount of the time, independent of the player skill and experience.
That is a very simplified view of things. There will probably be various levels of AI, each more accurate and effective then the previous level. Will they be able to win? Well, that depends on their loadout, the terrain, objectives, and your skill as a player. Its kind of like how you get matched up with human players. All those human players have a certain level of ability, just like an AI would.
The 'intermediate' mechanic you suggest would also only be adjusting the probabilities, so I don't see how it's a solution to the problem you propose.
#15
Posted 17 November 2014 - 08:29 AM
CW and the multiple phases it's going to need, logistics, Rearm and repair for CW, & assorted fleshing of CW. All this and more needs to be done before shooting AI bots ever gets added to the game.
#16
Posted 17 November 2014 - 09:10 AM
#17
Posted 17 November 2014 - 10:57 AM
Deltron Zero, on 17 November 2014 - 08:19 AM, said:
I don't understand your point. It sounds like you are suggesting that the AI will just be able to 'defeat' you a certain amount of the time, independent of the player skill and experience.
That is a very simplified view of things. There will probably be various levels of AI, each more accurate and effective then the previous level. Will they be able to win? Well, that depends on their loadout, the terrain, objectives, and your skill as a player. Its kind of like how you get matched up with human players. All those human players have a certain level of ability, just like an AI would.
The 'intermediate' mechanic you suggest would also only be adjusting the probabilities, so I don't see how it's a solution to the problem you propose.
It is very simplified because thats the bottom line. Your right in that you can construct different probabilities via multiple factor inputs for the player and AI. The primary point is fun becomes the illusion of competition not actual competition because your facing a scripted encounter your going to win x% out of y times if your performance is greater then c. But giving both a player and an AI a COF weapon aimed at your head. The hit probabilities become the guns hit probability and the players ability to be on target at the moment of fire. The AI would have a perfect ability but this would matter very little since the difference between the AI and the human is much closer to parity. Then meaning full game play decisions can be made without an over whelming twitch advantage inherent to a non handicapped AI.
But in the end can it still be fun knowing that the outcome is just some form of 2d6. well since the economy of Las Vegas is build upon that premise a lot. Just don't fool your self thinking your actually competitive with an AI. Its like playing hoops with Michal Jordan or boxing with Mike Tyson.
Edited by Tombstoner, 17 November 2014 - 11:13 AM.
#18
Posted 19 November 2014 - 05:37 AM
#19
Posted 19 November 2014 - 06:05 AM
#20
Posted 19 November 2014 - 06:15 AM
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