Jump to content

Josh B

Members
  • Content Count

    3
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Josh B

  • Rank
    Refugee
  1. I hear what you are saying. Perhaps having multiple AI "brains" is too computationally expensive to accomplish our goal of breaking up the horde dynamic. Is there another angle? I think so. Joel was mentioning that he wanted to take out the irradiated zombies completely once the team figures out a universal design concept to tie them all together. He talked about zombies "buffing and resurrecting others" and even holding weapons such as a club. Perhaps we can use these "special zombies" to accomplish the same task. We already have different behaviors in the cop zombies, vultures, screamers, spiders, demo's ect. These are faceted into the single AI already. The AI has a rage mechanic, there is also a destroy everything mechanic, why not build a few different behaviors in to the AI that are activated by these special zombies? Expand the rage mechanic to include different levels that only some zombies can activate. (When the Beserker Zombie Roars, so do all those nearby, and for a period of time share his rage) Have other zombies interrupt the pathing of nearby zombies to form a horde around her, buff them, and then reset their path. (The Feral Mother Calls, and all nearby are summoned to her, responding with now glowing eyes) These are just a few examples. If you build these into the AI and zombie abilities, I believe you should have all the tools necessary to modify the horde dynamic. The best thing you can give us as a player, is unpredictability. Not total unpredictability, but just enough to keep us afraid.
  2. Im with the OP on this for the most part. The INT tree should allow a player to place a mount for guns. It makes much more logical sense than you finding automated turrets. While I am not as crazy about a 50 cal turret I think another type of gun device would be good. A gun mount. A place-able gun mount does not need to be overpowered, it would fire the weapon you choose to mount there. The ammo would be locked in just like with the auto turrets. The advantage you get for you being stationary is that you would go much longer without having to reload, and you would suffer much less recoil. But it would also have to be repaired. Once mounted either the gun is fused to the turret, or takes a considerable amount of time to un-mount so that you cannot easily do so while in combat Think about it. You could have your best M60 mounted at your horde base choke point to spray from a distance. Or perhaps you have an Auto Shotgun mounted behind bars to blow them back through your front door. Would you like a rocket turret on your vehicle? All of these make more sense than finding motion sensing automatic turrets in the "wild"
  3. Up to this point Zombie AI has always been run off of one central system. Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same. The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familiar with (which is good) and are engineering geniuses on horde night with buildings they have never seen (ridiculous) To fix this problem why don't we have TWO MAIN AI systems? The first would be for horde nights, screamer and wandering hordes where MOST of the zombies would act like the Alpha 16 AI. And second one is for scavenging and looting through POI's. Use the Alpha 18 model. It makes sense that they can navigate through building they are familiar with. Did you notice I said that MOST zombies for horde nights would run off of the base Alpha 16 AI. To add further chaos, fear. and fun to horde nights so that you cannot easily cheese them give them a bit of variety. You would vary the AI for the type of zombie involved: Give the structural engineering genius Alpha 18 pathing to the Engineer Zombies. It makes sense that they can see what blocks are weakest. Have the Biker Zombie enter a Rage so that he picks any random block within a radius to beat on when he can't immediately path to you. For the Military Zombies have them path in a line and all attack the same block to cut through your walls, then have them path through you base to search for you. Put screamers in horde night and have their cries rally the normal zombies to them and or change their behavior. With just a few AI differences it makes it difficult to properly predict what the horde will do, and thus defending your base is much more fun and interesting. Most of the tools for this are or have been present in previous versions to accomplish this without too much issue. And I believe the game experience would be greatly enhanced.
×
×
  • Create New...