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  • Subject: Should Bungie add customizable enemies in the forge of Halo: Reach?
Subject: Should Bungie add customizable enemies in the forge of Halo: Reach?
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  • last post: 01.01.0001 12:00 AM PDT

Yes best machinimas ever!

  • 08.29.2009 10:53 AM PDT

Like I said before, couple this with a map creator similar to Far Cry 2's, and you can make your own horde maps, and mini campaign missions.

  • 08.29.2009 11:04 AM PDT

Posted by: TW InKoGnIto
Like I said before, couple this with a map creator similar to Far Cry 2's, and you can make your own horde maps, and mini campaign missions.


I'm sorry, but I wish people who stop mentioning hord and campaign editors. Although I would like to see this kind of stuff, this idea is simply not meant for that. Stuff like that would require a much more complex A.I., which I can not say for sure if it is possible.

  • 08.30.2009 6:08 PM PDT
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do you have recon

  • 08.31.2009 12:29 AM PDT

I am a true halo fan. I enjoy all the games and give them a 10 out of 10.

I am making the brand new halo reach machininma
i will put a link for the trailer once i have made it

Posted by: Pocket Syndrome
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!


that would be cool

  • 08.31.2009 2:28 AM PDT

Posted by: Pocket Syndrome
Posted by: TW InKoGnIto
Like I said before, couple this with a map creator similar to Far Cry 2's, and you can make your own horde maps, and mini campaign missions.


I'm sorry, but I wish people who stop mentioning hord and campaign editors. Although I would like to see this kind of stuff, this idea is simply not meant for that. Stuff like that would require a much more complex A.I., which I can not say for sure if it is possible.

The new fire fight mode in Halo 3 O.D.S.T is Halo's version of Horde, we wouldn't need a custom horde mode, i think.

  • 08.31.2009 3:43 AM PDT

Posted by: Lonely Azzassin
Posted by: Pocket Syndrome
Posted by: TW InKoGnIto
Like I said before, couple this with a map creator similar to Far Cry 2's, and you can make your own horde maps, and mini campaign missions.


I'm sorry, but I wish people who stop mentioning hord and campaign editors. Although I would like to see this kind of stuff, this idea is simply not meant for that. Stuff like that would require a much more complex A.I., which I can not say for sure if it is possible.

The new fire fight mode in Halo 3 O.D.S.T is Halo's version of Horde, we wouldn't need a custom horde mode, i think.


Do you even read what you quote? I clearly stated that this was not supposed to be a "custom horde mode." I'm sorry, but if you cannot take the time to at least organize your thoughts before you post, I (or anyone else for that matter) have no reason to place any value in your statements.

  • 08.31.2009 6:26 PM PDT
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i think this would be cool, almost like making your own firefight map

  • 08.31.2009 7:21 PM PDT

Posted by: Pocket Syndrome
Posted by: Lonely Azzassin
Posted by: Pocket Syndrome
Posted by: TW InKoGnIto
Like I said before, couple this with a map creator similar to Far Cry 2's, and you can make your own horde maps, and mini campaign missions.


I'm sorry, but I wish people who stop mentioning hord and campaign editors. Although I would like to see this kind of stuff, this idea is simply not meant for that. Stuff like that would require a much more complex A.I., which I can not say for sure if it is possible.

The new fire fight mode in Halo 3 O.D.S.T is Halo's version of Horde, we wouldn't need a custom horde mode, i think.


Do you even read what you quote? I clearly stated that this was not supposed to be a "custom horde mode." I'm sorry, but if you cannot take the time to at least organize your thoughts before you post, I (or anyone else for that matter) have no reason to place any value in your statements.

I'm sorry I didn't formulate myself clearly enough, your point was: Its not for custom "horde". My point was: We don't need a custom horde.

I was kinda backing up your point of it not being for a horde mode. My thoughs were organized i just didn't take into account that it may be mis understood.

The horde of Halo will be Firefight. A custom horde would almost need its own game (just a guess). But it could make for interesting Custom games, but I highly doubt it would even come close to working for MM.

It sounds like an epic idea for fun and games, but not for anything serious. Don't get me wrong I am very supportive of this idea, but its to "simple" for MM or custom horde (even tho it isn't meant for custom horde.)

I sugest you approch Bungie with this idea and mabe they will considder it for the Halo Reach (possibly in the form of a DLC or a expantion disc / installment.

  • 09.01.2009 1:42 AM PDT

CPT Syemeister

Posted by: dark tater tots
do you have recon

what does that have to do with anything???

  • 09.01.2009 4:24 AM PDT
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Posted by: CPT Syemeister
Posted by: dark tater tots
do you have recon

what does that have to do with anything???

What does this have to do with anythng???

seriously dude why repeat a post that didn't have anything to do with the post (yes i know i just did what i said not to do, yes im a hypocrit.)

  • 09.01.2009 4:46 AM PDT
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Your Explanation of How the turrets Of snowbound or "Boundless" Work as an AI is correct. Same with Towers on Sandbox and Sandtrap. on Isolation, There are little flood hatchlings that infect people but they dont attack, so how hard would it be just to make that into a marine, give it campaign combat skills of marines, and more of a movement area. What about all the lonely players who dant have anyone to really talk to and might not have LIVE? Theres someone who they can instantly play with for any amount of time and at their own free will. Alot of my friends arent allways on and i find nothing to do. This would be a great way to pass the time.

  • 09.01.2009 11:32 AM PDT

Again, these are not supposed to be bots. Although they might be fun to practice basic skills on, they are in no way complex bot-like A.i.

  • 09.02.2009 6:30 PM PDT

"I'm like SuperMan! I know when I'm needed!"

Yes this.....is an awesome idea.. i had an idea like this when i played halo 1 a while back but never thought of the forums and u WAY BEATS ME 2 it and i think your smart man hope this works and we can hav cumstomizabl AIs

  • 09.02.2009 6:39 PM PDT

I think we all hope that this get implemented. The more options we get in the next game the better.

  • 09.05.2009 8:25 AM PDT

Exactly. We should have a 2 disk game to have as many options as possible.

Posted by: Pocket Syndrome
I think we all hope that this get implemented. The more options we get in the next game the better.

  • 09.05.2009 10:02 AM PDT

S.H.E

With that and the new forge in the other fourm u could make ur own game/game mode

  • 09.06.2009 8:27 AM PDT

Fear my Pink Mist...

An AI would be purdy sweet--- :)

  • 09.06.2009 8:34 AM PDT

brasil é o melhor

Posted by: BuriedWaz up12
the thing is i dont thing there will be a forge mode in halo reach because bungie says that when you buy halo 3 odst it comes with the invitation to halo reach MULTIPLAYER beta so its basically like halo 3s multiplayer


i didnt get the point

  • 09.06.2009 9:29 AM PDT

Posted by: BuriedWaz up12
the thing is i dont thing there will be a forge mode in halo reach because bungie says that when you buy halo 3 odst it comes with the invitation to halo reach MULTIPLAYER beta so its basically like halo 3s multiplayer


I think he is trying to say that since the Halo: Reach beta will be in Halo 3: odst, it will be like the Halo 3 multiplayer.

The only explination for this that I can give is that you should do your reading a bit more carefully, and not only from the forums. Believe it or not, people lie. My suggestion is for the actual Halo: reach game, not the beta.

  • 09.06.2009 9:56 AM PDT

Beware the smiley face! =D

I support this thread, its a good idea. One thing im wondering though is how good at fighting the AI's would be. Obviously they would be simplistic, but would they have different settings?

  • 09.06.2009 10:01 AM PDT

It Would be Cool if you could even have every spartan Security Mark v Mark vi ODST EVA EOD EOB RECON Hayabusa CQB And katana chest peice.It would be a great screenshot opprotunity

  • 09.06.2009 10:08 AM PDT

http://www.youtube.com/user/hereticdonutboy?feature=mhee#p/a/ u/0/fv7nkC0-_JY

Posted by: spartan w 007
Posted by: Pocket Syndrome
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.



[quote]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!


that would be cool[/quoteThis would be very cool as i have thought about this many times and i wish that they could bring back a less complex version of halo CE and i mostly agree with this but Accuracy Perfect should be removed because that would destroy gameplay as we know it because when enemies hit you 100% of the time and tag you 100% of the time means you can be killed where ever you are and all AI should auto have infinite ammo because AI in campaign never run out of ammo because you would have to program several new animations for them when they are out of ammo Unless of course you are talking about how much they drop because that would be cool but you should add none

  • 09.06.2009 11:34 AM PDT

Please do not repost the OP. It takes up far to much room.

  • 09.06.2009 11:47 AM PDT