- Pocket Syndrome
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Poll: Should Bungie add customizable enemies in the forge of Halo: Reach? [closed]
Total Votes: 702
Thread update complete - Please mention any errors I might have missed.
As most of us know, the forge option in Halo 3 revolutionized the way Halo was played. Although Bungie has already stated that it would be impossible to create bots, I believe I have a idea that they could implament in Halo: Reach, that would allow for forgeable in-game enemies.
The question most of you will probably ask, is if Bungie can't make Bots, how could they make in-game enemies.
My solution to that, is that players be given the ability to set everything from when and how they move and shoot, to when and how they die/respawn.
To do this, players would first go to the item selection in forge. They would then chose from a list of forgeable A.I.s. There would three seperate sets of forgeable A.I.s. Base, unique, and vehical. The forge list would look something like this:
Total A.I. Limit: 25
Unique A.I. Limit: 10
Vehical A.I. Limit: 5
Base $5
Grunt
Marine
Combat Flood
Jackel
ODST
Brute
Elite
Brute Chieften
Spartan
Uniqe $10
Drone
Sentinal
Tank Flood
Hunter
Hunter Pair (2)
Vehical $20
Mongoose
Ghost
Chopper
Prowler
Warthog
Banshee
Hornit
Wraith
Scorpion
The Total A.I. Limit is the total number of A.I. you can have on a map. Once that limit is reached, your done. The Unique and Vehical limits only restrict you within those two particular groups of A.I. If you reach either one of those limits, you can only make A.I. from outside the "full" group.
When a base A.I. is selected, the player would then be able to select the traits of the enemy. These traits would be grouped into several catagories: Basic, Weapondry, and Movement/Combat
Basic
Respawn Time: 10,15, 30, 45, 60, 90, 120, 150, 180, never
Health/Rank (By campaign): Easy, Normal, Heroic, Legendary, Invinsable, None
Additional Shields (added on to health): None, 10%, 25%, 50%, 90%, 100%, 150%, 200%, 500%
Shield Recharge: 50%, 90%, 100%, 110%, 150%, 200%
Speed: 25%, 50%, 100%, 200%, 300%
Damage: 50%, 100%, 110%, 150%, 200%, Instant
Range (distance at which AI will shoot): 10m, 25m, 50m, 75m, 100m, 150m, 200m, 250m, infinite
Weapondry
Main Weapon: Any/All weapons availible
Secondary Weapon: Any/All weapons availible
Ammo: Low, Normal, High, Infinite
Granades: None, 1, 2, 3
Accuracy: Poor, Moderate, High, Perfect
Active Camo: None, Poor, Full
Movement/Combat
Waypoint Marker 25/25
After path completion: Stop, Reverse, Go to start
Combat Area 5/5
Stop While in Combat: Yes, No
Team Channel: None (FFA), Attackers, Defenders, 3, 4, 5, 6, 7, 8
When a Unique A.I. is selected, its display would be slightly different. For these A.I., you might be limited to a certain weapon group, or none at all. These A.I. are set into a seperate group for two reasons. One is because they are bigger/different, and also because a Hunter cant weild a pistol. I'm not including a "template" for Unique A.I. traits because each one would likely be a little different.
Vehical A.I.s are different still. As the name suggests, they are vehical A.I. Unlike player-driven vehicals, if boarded, they can only be destoryed. The A.I. drivers in the vehical would differ. Ghosts might be driven by grunts, choppers by brutes, and hornets by marines. Additionally, the display menu would be slightly different:
Basic
Respawn Time: 10,15, 30, 45, 60, 90, 120, 150, 180, never
Shields: None, 10%, 25%, 50%, 90%, 100%, 150%, 200%, 500%
Damage Resistance: 10%, 25%, 50%, 75%, 90%, 100%, 110%, 125%, 150%, 200%, 300%, Invinsable
Shield Recharge: 50%, 90%, 100%, 110%, 150%, 200%
Damage: 50%, 100%, 110%, 150%, 200%, Instant
Range (distance at which AI will shoot): 10m, 25m, 50m, 75m, 100m, 150m, 200m, 250m, infinite
Weapondry
Preference: Gunning, Splattering, Random, Switching
Accuracy: Poor, Moderate, High, Perfect
Movement/Combat
Waypoint Marker 25/25
After path completion: Stop, Reverse, Go to start
Combat Area 5/5
Stop While in Combat: Yes, No
Team Channel: None (FFA), Attackers, Defenders, 3, 4, 5, 6, 7, 8
Now, you are probably wondering what the waypoint marker and comat areas are about. The waypoint markers would look like the A.I. they are representing, and would control where the A.I. would go. It would look slghtly tranparent and wouldn't be a physical object. Also, if the entire thing didn't fit in an area, it wouldnt be placeable. Additionally, if you "close the loop" with the waypoints, the AI will just keep following that waypoint loop.
Combat areas are what their name tells them to be. If an enemy player enters the combat area, the A.I. would attack if the player is both within range, and is the A.I.'s line of sight. Players would have to manually set the combat area, which would work similarly to setting a respawn area.
Additionally, you could attach a combat area to the A.I. That combat area would then have the radius of the A.I.'s range and move with the A.I.
Before you post, I would also like to explain how accuracy part of my idea would work. Imagine a basic player model (spartan/elite). For each accuracy level, their would be an area on and surrounding the player that the A.I. would shoot at. For the "poor" setting, this area would be much larger then the actual player, making it so the majority of the A.I.'s shots would pass right by. However, under the "perfect" setting, that area would be exactly the size of the player's body. Making it so it hits you every time.
This is more or less my idea, let me know what you think, and if there is anything i should change in order to make it more clear.
I want to clear some stuff up. Alot of people are saying how these A.I. are impossible to make, or are trying to make them into something that I am not trying to suggest. I call these things A.I.s because they look like the enemy A.I. in campaign.
Now, would you call the guardians snowbound A.I.s? They work on the same principle.
The snowbound turrets have a "line of sight." They will only fire at you if you are in a certain area in front of them that they can see.
The snowbound turrets have "combat areas." None of the turrets can shoot at you if you are not in the specified area towards the perimitar of the map.
Now, how hard would it be for Bungie to give these turrets a "walking" animation, and the ability to move a specified path it would follow.
Now, how hard would it be for Bungie to allow these turrets to shoot different perjectiles, and allow players to determine the damage that those perjectiles do.
Now, how hard would it be for Bungie to allow players to change the "skins" on these turrets so that they appear to be a marine, brute, or drone?
Think of customizable A.I.s in this sence, and it suddenly becomes much more likely!
[Edited on 08.19.2009 10:35 AM PDT]