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 Post subject: Re: AI Improvements
PostPosted: Sat Feb 09, 2013 11:27 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
OzyThesage wrote:
Causeless wrote:
-- More soldier states.
I think that soldiers may also have an 'ambush' state but I'm not entirely sure. The thing is, soldiers need to have a sort of 'field of view' so they can only see about as much as a human player would, maaaybe even a bit less? Humans have the ability to see in 360º and through walls, trees, rocks, whatever just fine, but I'm not sure what the AI does right now... The thing is, human players usually have their mouse cursor to the edge of the screen so they can see far in one direction, but don't have as much vision around them (At least that's what I do...). it seems like when the AI is in their 'clueless' state... it just seems weird, like they can't really see you or anything, but as soon as you fire a shot...


Spoiler:
AI doesn't see through anything else than foliage and terrain. AI leader sees max 35m distance, a squad member max 30m during day, during the darkest night 75% of that, with low detectability like being prone and still, it reduces to an additional 65% - means e.g. a squad member sees 15m at the darkest night in front of him.

If an enemy is shooting with non-suppressed weapon, the muzzle flashes bright and sounds are loud to AI so those targets they'll see with 170% range -- for a squad member at brightest day it means that's 51m, which is a little less than screen size if I recall right, height I'd say.

The sector is almost full circle in alert during day, about 330 degrees. 75% of that during night, low detectability causes it to drop significantly -- e.g. during night, non-alert, low detectability, the sector is about 180 degrees.


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 Post subject: Re: AI Improvements
PostPosted: Sun Feb 10, 2013 7:35 pm 
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Joined: Sat Dec 17, 2011 12:11 am
Posts: 46
Since there are already quite a few AI topics, I'm just posting my suggestions/questions in this one. OP, I hope you don't mind.

In any case, here they are:

I would like to see the AI break crates on occasion (primarily when they are out of grenades). I realize this might be difficult to prioritize (in AI terms) without causing all of the soldiers to become crate-crazy rather than fighting, but if a soldier is next to a crate, has no grenades AND there is no immediate threat, it seems like this soldier would try to grab a grenade from the crate.

Driving wise, the AI is getting a lot better. I also know that the developers have suggested that vehicles are primarily intended to be a way to get from A to B faster, not a means of engaging in combat. However, I would love to see some AI soldiers with more of an affinity for staying in vehicles, particularly any with guns (e.g. the APC or possibly upcoming tank). What would REALLY be fun would also be if there were a few rare AI soldiers that had an affinity for using even the jeep as a weapon. Basically you'd see a jeep flying toward your squad or the enemy every once in a while. If and when small objective are added (a CTF would be awesome) I can see these more driver-focused AI soldiers being even more useful/fun.

This one is more of a question than a suggestion, but I'm curious about whether or not there will be AI engineers. I certainly hope so since one of the things I love about this game is that the AI can basically do everything the player can. It would be amazing to see AI engineers setting up guns, sandbags, etc. Would make the battlefield super dynamic. Same goes for if and when medics are added. Having the AI be able to do all of these jobs also allows the player to freely play the type of soldier they prefer (e.g. a machine gunner who doesn't have to worry about setting up sandbags b/c the AI will be doing that).

Lastly, since there is discussion of stealth and AI going on here, I'll add an idea (my apologies if it's already been proposed in some form). What if AI soldiers who are crawling, walking, hidden behind a building, etc. were slightly transparent. The more factors that make them "stealthed" the more transparent they become. For example, it's night, raining (if weather is added), they're prone in a bush, so they are completely or nearly completely transparent. This evens the playing field without having to do weird line of sight stuff that would black out parts of the screen. Just a thought...

Thanks in advance for taking the time to read through my thoughts. I love the game already and am excited to see it progress!


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 Post subject: Re: AI Improvements
PostPosted: Sun Feb 10, 2013 9:47 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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General Chaos wrote:
Driving wise, the AI is getting a lot better. I also know that the developers have suggested that vehicles are primarily intended to be a way to get from A to B faster, not a means of engaging in combat. However, I would love to see some AI soldiers with more of an affinity for staying in vehicles, particularly any with guns (e.g. the APC or possibly upcoming tank).

This is definitely coming. Currently the AI always prefers to fight on foot, as they don't have an implementation for actually doing effective combat while on vehicle yet. They sometimes do that anyhow, it happens just because the gunner can aim and shoot and the driver (leader) doesn't want to stay fighting but wants to continue where they were actually heading. The leader stops to fight only if the enemy they encounter is significant, and that's when they jump out from the vehicle.


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 Post subject: Re: AI Improvements
PostPosted: Mon Feb 11, 2013 12:42 am 
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Joined: Fri Jan 04, 2013 9:13 am
Posts: 5
Location: Ottawa,
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More ways to hide. Right now, you can only use hard physical cover to hide. I suggest that we get some over ways of staying stealthy, for example hiding in thick foliage, staying prone in long grass, and the such. The foliage would effect the chances of the AI seeing you in a bubble around itself, for example if in a thick bush and an soldier comes along looking directly at you, instead of instantly spotting you there would be a percentage chance they would. If at a decent range in a good bush, there would perhaps only be a 0.5 percent chance per second of them spotting you, and as they get closer this chance would get higher and higher until they eventually do spot you. When they finally do, they go into the investigation state until they see you a second time, at which point full blown combat begins. Of course, stance would effect this, with it being almost impossible to hide standing up unless in a very tall bush, and being able to hide much easier when crouching. Being prone would be the best for some situations, for example tall grass, but not all - you can't have your feet poking out a bush and remain hidden.


+1 to this Stealthy strategy, i might say this would be nice if implemented for new AI challenge side and getting AI more aggressive,

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