

Ai Non-Mech Units Can Solve All Problems
#1
Posted 21 January 2013 - 02:32 PM
They don't care about lagshields
They punish ammo-inefficient mechs, specialized antimech boats and fearless assaults
They are likely to stop berserking noobs and give them target practice
They are just fun
#2
Posted 21 January 2013 - 02:33 PM
#3
Posted 21 January 2013 - 02:48 PM
Probably wont happen, but a person can dream.
#4
Posted 21 January 2013 - 03:09 PM

Honey badger in a helicopter don't give a... wait a minute.
Just to bring this up: as much as I'd like to see little meatbags running around, planting C4 charges on legs, I have to say that we'd probably run into the same issues WoT had with having visible crews and trying to keep their ESRB rating at "T". I think MW:O is still "RP" so it's hard to say where they'll go for that.
#5
Posted 21 January 2013 - 03:20 PM
well, everyone knows that mwo audience completely consists of hardcore 30-year old fans
#6
Posted 21 January 2013 - 03:23 PM
#7
Posted 21 January 2013 - 03:23 PM
Chavette, on 21 January 2013 - 02:33 PM, said:
Something like this?
http://www.sarna.net...i/Yellow_Jacket
#8
Posted 21 January 2013 - 03:24 PM
LoganMkv, on 21 January 2013 - 02:32 PM, said:
They don't care about lagshields
They punish ammo-inefficient mechs, specialized antimech boats and fearless assaults
They are likely to stop berserking noobs and give them target practice
They are just fun
If it's anything like the dumb things that would walk around matches in Chromehounds no thanks - they just got in the way and gave away your position. If anything AI gets added to the game it should be the option to fight AI mechs for reduced rewards - not have AI ankle biters running around.
#9
Posted 21 January 2013 - 03:27 PM
I believe that they could be a part of the command modules or something - to be able to send in air assets or something not just artillery.
I believe that capturing points in conquest or a similar gametype should give you access to light armour or turrets to defend that point perhaps - or some points might allow this while other give different small bonuses.
Having these things might give lighter mechs more to do if the netcode gets fixed and they become a little more squishy. The super speed spider might be needed to go kill those light artillery peices bombing your heavier and so forth.
I would support a careful implementation of this - though AI can be difficult to get right
#10
Posted 21 January 2013 - 03:27 PM
I just don't trust PGI to do it right.
#11
Posted 21 January 2013 - 03:38 PM
Zylo, on 21 January 2013 - 03:27 PM, said:
I just don't trust PGI to do it right.
There's no need for anything special, just dumb moba-like creeps moving across the path and engaging anything they see with priority system. So for example lrm striker locks on anything but has higher priority on heavier targets, while 1ML hovercraft engages anything and runs in cycles like our precious lights do, but has higher priority for lights and boats.
#12
Posted 21 January 2013 - 03:44 PM
LoganMkv, on 21 January 2013 - 03:38 PM, said:
There's no need for anything special, just dumb moba-like creeps moving across the path and engaging anything they see with priority system. So for example lrm striker locks on anything but has higher priority on heavier targets, while 1ML hovercraft engages anything and runs in cycles like our precious lights do, but has higher priority for lights and boats.
I can just see players choosing to camp near their AI units to add firepower or running back to their AI units when they get in a bad situation and need help. It will just encourage players to stick near the AI for an advantage.
I would rather see far larger maps with more players per team and an increased match time limit.
#13
Posted 21 January 2013 - 03:46 PM
LoganMkv, on 21 January 2013 - 03:38 PM, said:
There's no need for anything special, just dumb moba-like creeps moving across the path and engaging anything they see with priority system. So for example lrm striker locks on anything but has higher priority on heavier targets, while 1ML hovercraft engages anything and runs in cycles like our precious lights do, but has higher priority for lights and boats.
Creeps make sense in those games because they help push for the towers (objectives) and help make th ask of attacking what is effectively a PvE objective a little more dynamic.
Using the same logic in MWO should not involve adding enemies that roam the map but turrets at the cap points to make it involve a little more effort.
Personally not worth the effort.
#14
Posted 21 January 2013 - 03:47 PM
I agree with the OP though, would be nice.
#15
Posted 21 January 2013 - 03:48 PM
#16
Posted 21 January 2013 - 03:56 PM
#17
Posted 21 January 2013 - 03:59 PM
ferranis, on 21 January 2013 - 03:48 PM, said:
Being completely serverside they don't need to be synchronized, clients just receive few additional bytes per package
Zylo, on 21 January 2013 - 03:44 PM, said:
If someone manages to stick an atlas near dumb 150+ kph hovercraft or follow 45 kph lrm launcher with raven — well, good for them, and still better than berserker pugs.
#18
Posted 21 January 2013 - 04:19 PM
#19
Posted 21 January 2013 - 04:27 PM
ferranis, on 21 January 2013 - 03:48 PM, said:
This assumes the client controls the AI, which would be silly. The server controls the AI and bundles the new locations/activities with the player movement/activity updates; all the client has to do is draw.
I think AI creeps would be nice (add to the flavour, even MW3 had the odd Elemental running around), I agree with the people pointing out the tiny little map sizes we have now being unsuitable for them (a massive city map would be awesome for it though and really give the JJ Mech's somewhere to jump to) and unfortunately I also agree with the person who didn't think PGI could pull it off.
It'd give us something to actually use MG's on rather than the daily threads about buffing them at the very least.
#20
Posted 21 January 2013 - 04:32 PM
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