DarknightK Posted November 1, 2013 Share Posted November 1, 2013 (edited) As you all may have heard over the past few months, Enemy AI is certaintly lackluster, but has been improving (and degrading, at times), over the past few updates. This thread purposes itself to compile multiple suggestions for the incoming Winter of godly updates. Topic Uno: Enemy Docile Behavior As of now, Enemy's obey a semi-strict patrol pattern. What may be needed is more dynamic and 'natural' feeling enemy paths and behaviors while the players are not detected in order to: 1) Ease the issues with stealth gameplay, making it possibly easier in some aspects 2) Make enemies more unpredictable, if they are not so right now. :S As such, here come the swath of rich, honey goodness you know as ideas. Corpus: The Corpus should have Crewmen models that are not initially equipped with weaponry, but instead, they are preforming tasks that crewmen should probably be expected to do: Carry cargo, mop the floor(possibly as a rare easter egg?), talk with higher officials(elite crewmen), Corpus Techs and Elite Crewmen could be working on a broken electrical panel somewhere, and so on. When the first sign of violence occurs, unarmed Crewmen will rush for an "Armory", where they will switch their model to its respective combative form. The Crewmen nearest to an alarm will attempt to reach it before picking up his weapon. Grineer: Unlike the Corpus, the Grineer will have more patrolling models, but will still have some scripts such as a Shield Lancer polishing his Shield, Troopers and Lancers inspecting their guns, Commanders instructing basic Lancers on combat techniques, and yadda yadda. Unlike the Corpus, the Grineer will have no disorder, and will attack at the sign of detection. Infested: The Infested follow a more savage and unpredictable role in Docile behavior. Scripts such as Chargers scavenging for food(2-3 groups of Chargers), sleeping Chargers/Runners/Ancients, and most importantly the "Infection" process. Corpses of Crewman/Grineer will evolve into the Infested models before your very eyes! (Think Dead Space transformation). The Infested should have completely random and orderless patrol patterns, to make them the most unpredictable. However once they have found their prey, they will utilize more Predatory tactics. Topic Zwei: Combat AI All of Warframe's current AI is pretty much unified: rush the enemy(or defense objective). Let's add some diversity to it shall we good chaps? Tut tut. General: Enemies should not be able to track players they have not already seen, and should instead focus on the player's "Last known location". This feature is prevalent in the Assassin's Creed and recent Splinter Cell universe, and adds a good sense of Stealth immersion and tactics around. Right now, once your spotted, enemies will take a defensive stance and/or begin scouting you out, shooting immediately once you get into firing range, even if your behind them. This heavily breaks stealth immersion, and less options to break out of combat and into a more hit-and-run mode. Basically, once you enter combat, you can't leave. This option will allow players more leeway in combat if they're in a difficult situation and manage to break line of sight from enemies. Corpus: Humanoid Corpus will use basic cover tactics (as they do now) and will pop out at times. If they cannot see a player, they will throw a plasma grenade (devastates shields, not so much health) depending on varying difficulties. Sometimes, they may throw an EMP grenade (longer counter, but wide explosion and seeps some energy and strips shields). Robotic Corpus will rush in as they do now, and will strafe when below 20% health, instead of standing there like metal walls (which they basically are). If possible, more interactive Corpus enemies like the Turrets and Cameras should be worked into AI with the Humanoid Corpus, giving them more tactics in their fault of brute strength like the Grineer. I'd suggest for Corpus tactics that Corpus crewmen would generally stay at range while MOAs eschewed cover. Crewmen would retreat to cover when shields are 75% depleted to recharge as if they have a sense of self preservation. Chasing a crewman down while he's in that state would cause him to flee. Shield Osprey would prioritze crewmen with low shields, then deal with MOAs with depleted shields. -Dan137W1750n's feedback on Corpus AI Grineer: Generally, Grineer will also utilize higher degrees of cover-based combat than the Corpus Crewmen will. Such feats would be; stacking 2-3 Grineer behind one another, forming a tactical, sheltered breach; a Lancer getting behind a Shield Lancer and popping out at times; Grineer sliding into cover and vaulting over cover, as well as combat rolling between adjacent cover. Grineer will also use combat rolls at higher difficulties which give them a chance to dodge incoming projectiles, tricky tricky. The Grineer will also utilize a mixture of guerilla tactics such as Ambushes, Raids, and Blitzkreigs depending on the number of their forces. Grineer Commander's will be the ones who give these commands, and will generally allow groups of Grineer to preform some particularly challenging defensive and offensive tactics. Infested: There's not much to say here, the Infested would be the primary rushers, not much in terms of varied combat as of right now. Light infested could however fall back when the "territorial" ancients come rushing at players, or such future Infested types if created. Infested should generally act like a Predator, ambushing player's through air vents and hidden spawning areas when alerted to the Player's presence. "Leapers will try to climb up,and always (when possible) assault you from above,knocking you back. Chargers will run towards you in a more zig-zag behavior and they can also pin you down if they attack from behind (similar to how we can press E to assassinate a target from behind,just that the chargers will pin you down for 1 second,after which your frame kicks it off a fairy amount of distance just for the fun of it and seeing flying ragdolling chargers). Runners can actually be RUNNERS,they'll wall run,wall jump from surface to surface (these algorithms are calculated before an actual jump,so the game knows where they will land and if that is actually a feasible location that will get the Runner much faster closer to the player than by simply running on the ground." -Sebastianx's suggestion for diverse Infested AI. Topic три: Dynamic Enemy Models In retaliation to the "Scorch/Napalm/Evisceratur OP pls nurf" threads, I've decided to come up with a solution for all our worries! Certain "difficult" enemies, such as the Scorch and Napalm for example, will have additions to their models that may make way for a certain advantage over them. Grineer Model Changes General: Enemy soldiers with faceplates can now have their plates shot off after receiving a certain amount of small damage. This will open up their faces, now giving normal damage to their face area (while their faceplates are on, they are given an armor boost to their facial region). Scorch: Scorches now have horizontal fuel tanks attached just below their large hump on their upper back. Players must get behind the Scorch to hit these tanks (or use puncture). When a Scorch's tank is hit, he will immediately divert his attention to the player who hit it and will attack them. Before the tank detonates, several fumes of fire will start leaking out one by one at a time, alerting nearby players that the Scorch is about to explode. Upon destruction, the tank releases a large fiery blast that sets surrounding enemy and player units on fire, as well as minor AoE explosion damage. If the Scorch is still alive, he will switch to whatever secondary he has, and use that from that point on. Heavy Gunner: The Heavy Gunner model will go through substantial changes, giving her more of a bulky and armored look, complete with a belt-fed chaingun primarily used for suppression. The chaingun will have slightly less DPS than the Gorgon, but will never have to be reloaded and fires at a faster speed yet has a longer spool time to max fire rate. Players repetedly hit by the chaingun will suffer "Suppression", or blurred vision, decreasing their accuracy. In order to subdue the new Heavy Gunner, players should focus on shooting her magazine feed, jamming her belt and causing her to manually reload. Additionally, if the Heavy Gunner fires for too long, her chaingun's barrel will overheat, causing her to momentarily stop firing for about 2 seconds. The Heavy now has two weakspots, her head and her ammunition backpack, which will decrease her firing rate if damaged enough (the backpack can be shot from in front of her because it peaks over her shoulders and head, like that weird neck cushion the current Gunner and Ballista models have). The Heavy gunner will don a new model of a chaingun, belt fed to a munitions backpack. Shooting the bullet feed will cause it to jam, forcing the Gunner to reload (longer than current Gorgon animation). However in consequence, because of the belt-fed magazine, the heavy will never have to reload, giving her more of a suppressing role (her chaingun will deal much lower damage than the Gorgon, and will also have worse accuracy than the Gorgon). Napalm: The Grineer Napalm now sports several canisters of Napalm around his abdomen. Destroying these canisters will be a challenge for those who do not have puncture, as the Napalm's arms and gun will usually cover it when he kneels down to fire. When the napalm reloads, it gives players a chance to destroy the canisters. Destroying these canisters will give a similar effect to the Scorches, except that it causes a "firecracker" fire explosion, hitting up to 6 times around the napalm. If the napalm is still alive after the canisters have been shot, his launcher will have a severely decreased range and damage output. Commander: The Commander will simply receive decorative changes to further diversify him from other Grineer units. A hopeful change to the Commander AI will remove his ability to switch teleport with players, and instead allow him to teleport Grineer units within his field of vision to flanking positions near players. Additionally, the Commander will be able to yell out specific commands, allowing troops within range of him to set up concentrated fire on Tenno units, establish a phalanx wall of shield lancers, establish a firing squad of Elite Lancers, and possibly allow his troops to stay out of sight in order to ambush players as they walk into a room. Bombard: The bombard will gain several frag grenades and extra rockets attached to his uniform. Aside from this asthetic change, the Bombard's rockets can be shot, causing them to prematurely detonate. When concentrated fire at a Bombard's Ogris is exerted, this can exceptionally help take down lesser enemies around the Bombard. Corpus Model Changes Prod Crewman: Should be removed completely, and their Prova's should be used as a backup weapon for other Crewmen Sniper Crewman: Sniper crewmen have differing helmets that help set them apart from other Corpus enemies. Aside from their helmets, their uniform is blue, like that of an Elite Crewman, but is stylized different than the Crewman models, reflecting their position as a more tactical variant of the Corpus, yet still looking similar to the whole "Crewman" theme. Tech: Corpus Tech's have slightly more armor on their limbs, as well as several dormant Ospreys on their backs that will deploy when the Tech activates his handy-dandy wrist computer thing! The reason for this addition allows players to destroy the Ospreys before the Tech releases them! Ospreys types are spawned randomly on the Tech's back, and once he has used those Ospreys, or if they are all destroyed, he cannot send out more. Mine Osprey: Mine Ospreys now deploy a physical mine similar to that of a naval mine (or Vor's nervos) that can be shot and destroyed. They can only place up to 5 mines at a time, and will avoid placing mines within 3m of other mines. Detonating these mines can cause a chain reaction, should they be lined up perfectly. Leech Osprey: Leech Ospreys will move into melee range of the player and begin to start draining their shields at a steady rate. Their model will change their gun section into a Portal-gun-like apparatus that is used to drain shields. Infested Charger: The Charger's model could use a few touch-ups, maybe making more variations of the charger to diversify gameplay? These variants could mainly differ in color and a few texture extremities. Chargers should have "WEAK, CLAW ATTACKS" specifically stated in their flavor text. Variants of the chargers may have special status effects such as puncture or impact damage. Runner: The Runner's head and neck region is replaced with a large bulbous growth similar to that of Saryn's Venom bulbs. This will still be the Runner's weakspot, and shooting it will cause the runner to prematurely detonate, harming any entity around him. Dealing sufficient damage to a Runner's legs will dismember them, reducing the walker to a crawler with the same exploding function, and renders his parkour abilities useless. Leaper: The leaper now vaguely resembles an Elite Crewman. His legs have been heavily mutated into muscular, Moa-like appendages to provide long-range aerial attacks. Their arms have become crippled, and are now supported by what appears to be an exoskeleton of Infested bone and flesh, their original arms barely visible inside. Among these arms are a series of razor sharp bones protruding from the hands and forearms. The Leapers can now stick to surfaces and pounce upon unsuspecting prey. In addition, Leapers will occasionally thrust themselves into the air at blinding speeds in order to land down upon their enemies. Ancients: In general, the Radials that the Ancients sport on their backs will be symbolized as a source for concentrating their powers. Destroying them will remove the associated powers of the Ancients, but will throw them into a Frenzy. During this state, their movement speed is drastically increased, and they begin to attack with a flurry of whiplashes with their long arm. In addition, Ancients will use their large arm to block their face while charging at players normally. Topic Quatre: Damage Reaction Enemies should react dynamically to damage received to their body parts. Right now, enemies take standardized reactions from the following: Abilities that guarantee stunning/knockdown, Impact proc, and Blast proc, implementing this system will actually make the player feel they are harming their enemies. Enemy Damage Reaction: After sustaining heavy fire at a specific body part, enemies will react accordingly to oncoming damage Here is a condensed list of possible effects Head Trauma: Focused fire on the cranial region will daze enemies, causing them to randomly stumble around and lose accuracy. Cracked Shoulder: Enemies will have drastically reduced aim and reload speed (or just attack speed in general for the Infested). Smashed Kneecaps: Enemies will fall under the concentrated fire upon their legs, and will slowly stumble to get back up while firing. EDIT: I'll start adding update info in the main post as well. Added "General" part to Topic Two and wrote Topic Four up today. Please keep contributing! Edited May 2, 2014 by DarknightK Link to comment Share on other sites More sharing options...
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