General Chaos wrote:
Excellent - very excited about this release and the future of RWR.
With that said, questions:
Will the AI eventually call in Humvees?
Hmm, haven't at least thought that they would. The vehicle drops have been considered to be just player assisting features.
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Does the AI drive the new boats?
Yes, they should use the patrol ships - I haven't tested it much myself as I've been off map5 for the most part, JackMayol should know better.
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Can you tell us any more about your plans for the AI using sandbags? I'm really curious about what their logic will be for those. Sounds really cool.
Before getting to sandbags, I'll first make them use shields. The logic to use shields could be fairly straightforward to add, so that the ones who have a shield, would check if there's enough empty uncovered space in the area between the bot himself and his enemy, added with some checks if there's at least some other fellow soldiers nearby which could use more cover, and with some probability and randomized willingness, the bot could decide to switch to shield, pick a random position between them and the enemy within some reasonable range, walk there pointing the shield at the enemy, crouch at the position and stay there. From there he might continue using the shield for a given time or until he loses sight/alertness to enemies, or if he runs out of fellows to protect.
This would automatically draw some of the other fellows to use this shield because it's unoccupied cover, much like they do when a player crouches with a shield. Given large enough open space and enough soldiers with shields, this could actually lead to a bit of chain so that if they manage to get behind the new shield, someone else there might realize there's once again enough uncovered empty space, enough soldiers, so he might decide they need another shield up front, and so on.
I have no idea if that'll work, but I'm eager to get it under way and testing.
More on topic about sandbags, I'm not entirely sure what the logic will be. They could, for example, while determining areas where a shield would be useful, mark them down and consider adding sandbags at same positions with appropriate directions, when the area is not under immediate fighting.
They could of course be made to try to deploy a cover while fighting, with logic much like with shield, just without the part of walking forwards but perhaps more sidewards and not that far.
Further idea could be that if your squad would have shields or sandbags, visualized similarly as the medic presence is, you'd have the ability to command shield or cover deployment at specific spot, but that can get easily out of hand as a feature if it involves a UI. We're starting to get rather full with keys so adding another key certainly isn't an option. We do have the squad modifier key though which sounds tempting for something like this.