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How Could We Improve Enemy Ai To Be More Challenging, And Yet Fun?


MagpieOAO
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Currently when Ai gets challenging is usually coincidental based on what happens to spawn in a room. A couple sniper moas being charged by a shield osprey and shockwave moas all over for instance, make for a challenging room considering they inherently work well together. But they do this "Without thinking".

How do you think the AI could be improved to make things more fun and challenging?

Personally:

Much like enemies are coded to act based on the room, rather than costly intelligent pathing, why not make enemies spawn in squads that are coded to act together? For instance, An alert spawns a heavy gunner, a ballista, 2 shield lancers and a seeker. The Shield lancers are coded to stay in front of the gunner and ballista when possible, while the seeker is coded to remain near the ballista, who is often in the rear due to not having to move close to attack.

The result would be a heavy response team that mimicks intelligent tactics through relatively simple behaviors. The shield lancers protect the heavy and sniper, while the seeker keeps tossing out grenades and traps to keep the Tenno on their toes, while normal lancers go about their buisness.

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My main thought on that? Enemies just need to move more. Not all in a blind charge like infested enemies. It's cool the way a lot of enemies actively use cover, but not ALL of them need to. Get the heavier guys out to spray suppressing fire for all those players waiting for a head to peek out. At higher ends of the curve, make melee-capable enemies react sooner. Maybe even follow up with a few shots afterward. Players will always have a reach advantage. In the case of Furax, a sprint and attack speed advantage.

More types of enemies would be awesome too, but we all know that's on a very long list of things to be done.

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In order to make it more of a challenge, enemies need to be made more durable, but fewer in number, with more abilities/teamwork at their disposal. Currently its just a zerg fest (which is easily dealt with by using your #3 or #4 ability regularly - which is another problem).

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[size=4]

[/size][size=4]Personally:[/size]

Much like enemies are coded to act based on the room, rather than costly intelligent pathing, why not make enemies spawn in squads that are coded to act together? For instance, An alert spawns a heavy gunner, a ballista, 2 shield lancers and a seeker. The Shield lancers are coded to stay in front of the gunner and ballista when possible, while the seeker is coded to remain near the ballista, who is often in the rear due to not having to move close to attack.

The result would be a heavy response team that mimicks intelligent tactics through relatively simple behaviors. The shield lancers protect the heavy and sniper, while the seeker keeps tossing out grenades and traps to keep the Tenno on their toes, while normal lancers go about their buisness.

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O man, this is such a great idea.

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