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Predetermined waypoints and goals for AI units
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Predetermined waypoints and goals for AI units
I was playing an attack/defend game with my friend on a modified Maginot Mission, and I thought of something; wouldn't it be useful to have some way to tell the AI coming out of your dropships what to do before they are released?
Individually plotting goals for any more than five AI takes time that could be better spent. I suggest this: when buying troops, you can buy a "waypoint" for each infantryman. There would be one for "dig gold," one for "sentry," one for "patrol," and one for "go to." When you buy a "go to" waypoints, you go into the regular waypoint mode and set the route you want that infantry guy to take when he comes out of the ship.
I figure that with this, using mass amounts of troops (like the opposing bot AI does) would be slightly more viable. Drop 4 guys with rifles on both sides of an enemy base with orders to infiltrate it, and then give them some bazooka support from safety, or something. Currently, while giving your guys waypoints, they are left vulnerable and motionless, whereas with this ability all troops exiting a dropship would move towards their objectives at the same time.
Criticism (constructive, duh)? Additional ideas?
Also, could someone tell me if there is a difference between hitting fire or zoom when placing waypoints? Thanks.
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Mon Jun 29, 2009 2:09 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Predetermined waypoints and goals for AI units
Unfortunately, the AI in its current state is in no way, shape, or form, capable of delivering Cortex Command from its current extreme micro management fallacy to a streamlined, squad tactics side scroller.
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Tue Jun 30, 2009 4:32 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Predetermined waypoints and goals for AI units
Could you order a dropship then set a waypoint for every unit, as in you can only set one. I'm sure that would be less intensive.
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Tue Jun 30, 2009 5:32 am |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: Predetermined waypoints and goals for AI units
LowestFormOfWit wrote: Unfortunately, the AI in its current state is in no way, shape, or form, capable of delivering Cortex Command from its current extreme micro management fallacy to a streamlined, squad tactics side scroller. Well, the enemy AI already has preset waypoints, so why can't we? CrazyMLC wrote: Could you order a dropship then set a waypoint for every unit, as in you can only set one. I'm sure that would be less intensive. Good idea. I was trying to think of a good way to rid CC of the "one waypoint per unit" thing. Perhaps even a different ingame menu could be used, where you can do things like; select multiple units to set waypoints for, set a "global waypoint" that all inactive troops try to complete (which would affect all newly dropshipped soldiers) and so on. Have one more menu called "orders" or something.
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Tue Jun 30, 2009 5:48 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Predetermined waypoints and goals for AI units
I guess this a good suggestion. It would certainly make it easier to make DIY AI attack forces on the run and spam them at your buddy as long as you have cash and you dont over do it.
I'll keep this topic in mind.
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Tue Jun 30, 2009 5:52 pm |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: Predetermined waypoints and goals for AI units
numgun wrote: I guess this a good suggestion. It would certainly make it easier to make DIY AI attack forces on the run and spam them at your buddy as long as you have cash and you don't over do it. It wouldn't need to be spam, per say. Really I'm just asking for some way to control our units indirectly much faster. The main purpose of this would be the possibility of quick distracting attacks, flanking maneuvers, etc. It would be cool to be able to simultaneously send multiple units stationed across the map to attack somewhere, while you directly control one guy providing sniper cover or something. Having to attack a bunker with just one guy is very tough, and the the it takes to direct enough troops to effectively do anything just isn't worth it.
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Tue Jun 30, 2009 10:11 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Predetermined waypoints and goals for AI units
Yes, because buying units isn't convoluted enough as it is.
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Wed Jul 01, 2009 1:10 am |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: Predetermined waypoints and goals for AI units
ProjektTHOR wrote: Yes, because buying units isn't convoluted enough as it is. Nobody is forcing you to use these waypoints, duh. Also, I could say that the current AI method is the exact opposite.
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Wed Jul 01, 2009 1:20 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Predetermined waypoints and goals for AI units
Waypointing is great. Not saying it isn't.
Trying to implement it into purchasing time is bad design--especially considering how the product purchasing system is clunky and unintuitive. There is no reason to make it more so.
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Wed Jul 01, 2009 3:21 am |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: Predetermined waypoints and goals for AI units
ProjektTHOR wrote: Waypointing is great. Not saying it isn't.
Trying to implement it into purchasing time is bad design--especially considering how the product purchasing system is clunky and unintuitive. There is no reason to make it more so. That's why I began suggesting some sort of second menu for orders. However, I like the idea of being able to tell one guy to attack point A, one guy to attack point B, and a third guy to patrol, all in the same dropship.
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Wed Jul 01, 2009 3:32 am |
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