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Rng How To Improve


KaptainK3nny
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I think rng needs to.be added to enemies. What I mean is so that enemies have more variety. Look at it this way: Corpus Crewman spawns. Spawns with (here's where rng comes in play) random corpus weapon like a quanta or amprex. So were not fighting the same crewman with the same weapon. We should be able to see corrupted enemies with various primed items. And im,saying not all enemies should have their primary equipped they should sometimes have their secondary too.

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I think this has been suggested before, but I love the idea of enemies having different weapons even though they are the same unit. 

 

You know how much work is what you are suggesting?

The models are already in the game. DE would just need to give the weapons to the mobs. 

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The models are already in the game. DE would just need to give the weapons to the mobs. 

Programming does not work that way, my friend. I seriously doubt they have an API where they can simply edit a line of code and have this functional.

Edited by JohnProdman
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Yea lots of variety is being worked on...also fully randomizing their weapon choices comes with an extreme amount of work AND possiblities that it will completely break the game at times.

(like whole squads of enemies spawning with AOE weapons that lock down entire rooms? Nah bro)



And yes it would be a lot of work. Currently the game does not have the ability to randomize enemy weaponry...they would have to program in an entirely new feature and then retrofit it to every unit in the game...while hoping that nothing breaks the client.

Edited by Shehriazad
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Yea lots of variety is being worked on...also fully randomizing their weapon choices comes with an extreme amount of work AND possiblities that it will completely break the game at times.

(like whole squads of enemies spawning with AOE weapons that lock down entire rooms? Nah bro)

And yes it would be a lot of work. Currently the game does not have the ability to randomize enemy weaponry...they would have to program in an entirely new feature and then retrofit it to every unit in the game...while hoping that nothing breaks the client.

Plus physics and behavior of the weapons on top of all that.

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I think this has been suggested before, but I love the idea of enemies having different weapons even though they are the same unit. 

 

The models are already in the game. DE would just need to give the weapons to the mobs. 

its far more complicated than that.  They can't just swap weapons on enemies the way that players can swap their weapons.

Edited by ClockworkSpectre
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just copy the physics etc. from the player character. you won't need to change AI at all because the AI is completly separate. what you DO need to add is a rng on unit loading, you already have a fairly random one (no set types of enemies on waves) , allyou need to do is do the same for teh models. When you assign a specific weapon or such in the code, just make it rng from an array (or wherever you store your weapon id's)

 

the hardest part would be limiting it so enemies would not be to freaking op, solution? make certain weapons only appear on certain unit types. example, heavy gunner can have flame thrower or AOE weapons but rarely. regular corpus etc, will sometimes have a prodman spawn with a tazer to taze peeps, etc.

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just copy the physics etc. from the player character. you won't need to change AI at all because the AI is completly separate. what you DO need to add is a rng on unit loading, you already have a fairly random one (no set types of enemies on waves) , allyou need to do is do the same for teh models. When you assign a specific weapon or such in the code, just make it rng from an array (or wherever you store your weapon id's)

 

the hardest part would be limiting it so enemies would not be to freaking op, solution? make certain weapons only appear on certain unit types. example, heavy gunner can have flame thrower or AOE weapons but rarely. regular corpus etc, will sometimes have a prodman spawn with a tazer to taze peeps, etc.

HowToBreakTheGame.jpg

 

You people keep telling yourself that it's an extremely simple thing with absolutely no citation.

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 you won't need to change AI at all because the AI is completly separate.

 

Not true. Different weapons need different AI behaviors. Sniper enemies don't try to rush you and engage at close range, and you wouldn't want shotgun enemies to stand back and sniper you. If you just up and gave a Penta to a default crewman without changing the AI at all they'd never hit anything, because default AI behaviors don't account for projectile arc.

 

You'd also need new animations for every new weapon, possibly more.

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HowToBreakTheGame.jpg

 

You people keep telling yourself that it's an extremely simple thing with absolutely no citation.

 

To be fair, you aren't providing any either for why it'd be so difficult.

 

That said, it's a good idea regardless of how much work it'd take. 

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