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Improved Squad AI


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#101
Anacronian Stryx

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I've always thought that you could make a better system without having the player have to point and use the "go there" option.. some thing like this .

D-pad or arrow keys.(1) means one click (2) means two clicks.

Up(1) = Advance
Up(2) = Pincer move (your Npc's advance forward using both flanks(from sheps perspective).
Left(1)=Left Flank(your left NPC flanks left)
Left(2)=Full Left Flank (Both your npc's flank to the left from Sheps perspective)
Right(1)= Right Flank(your right npc flanks right)
Right(2)=Full right flank (both your npc's flank right)
Down(1)= Bunker down (both Npc's uses nearest cover)
Down(2)= Suppression fire (Both Npc's fire their weapons in the general vicinity of the enemy)

Modifié par Anacronian Stryx, 31 juillet 2011 - 08:37 .


#102
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Drone223 wrote...

Something like a "Stand ground" command would be very useful in ME3 since if I want to advance somewhere and want my squad to stay in cover they should stay in cover instead they end up following me and get shot at when it could have been avioded

ME1 had a command like that. I think a cease fire command would be more useful then a stand ground command since we can pretty much already tell our squad individually to hold positions.

#103
Someone With Mass

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Anacronian Stryx wrote...

I've always thought that you could make a better system without having the player have to point and use the "go there" option.. some thing like this .

D-pad or arrow keys.(1) means one click (2) means two clicks.

Up(1) = Advance
Up(2) = Pincer move (your Npc's advance forward using both flanks(from sheps perspective).
Left(1)=Left Flank(your left NPC flanks left)
Left(2)=Full Left Flank (Both your npc's flank to the left from Sheps perspective)
Right(1)= Right Flank(your right npc flanks right)
Right(2)=Full right flank (both your npc's flank right)
Down(1)= Bunker down (both Npc's uses nearest cover)
Down(2)= Suppression fire (Both Npc's fire their weapons in the general vicinity of the enemy)


I like this, though, then you'd have to trust the NPCs with controling their powers, which at the moment could use some polishing.

Like, me not having to tell a biotic squadmate to throw Warp at an enemy affected by biotics like Pull or Singularity.

#104
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Anacronian Stryx wrote...

I've always thought that you could make a better system without having the player have to point and use the "go there" option.. some thing like this .

D-pad or arrow keys.(1) means one click (2) means two clicks.

Up(1) = Advance
Up(2) = Pincer move (your Npc's advance forward using both flanks(from sheps perspective).
Left(1)=Left Flank(your left NPC flanks left)
Left(2)=Full Left Flank (Both your npc's flank to the left from Sheps perspective)
Right(1)= Right Flank(your right npc flanks right)
Right(2)=Full right flank (both your npc's flank right)
Down(1)= Bunker down (both Npc's uses nearest cover)
Down(2)= Suppression fire (Both Npc's fire their weapons in the general vicinity of the enemy)

This could work if they decide to un-streamline the powers of your squadmates which I wouldn't mind at all. I usually go into the power wheel and manually select powers anyway.

#105
Major Tao

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Pulletlamer wrote....  "One thing that I would really like would be like some scripted aggresivity detector that the enemies should have. If anyone has played Army of Two they probably know what I mean. I don't mean the actual agressive meter on the screen, just it's function.

Basically the more shoots you fire at the enemy the more you draw their attention. That way if you order your squadmates to fire or do suppresive fire (if it's implemented) they get aggresivity and you can go unnoticed and be actually able to do stealth attacks and the like. Basically it would almost make you invisible like the Tactical cloak, but without going that far so that if enemies see you they'll still shoot you.

It would be a cool addition to squadmates to make them actually draw some fire when you need it. Also if squad commands are implemented the tactical possibilities enhance significantly.

Examples: You order your squadmates to hold fire and you draw aggresivity, so squadmates with low aggro can advance positions. Or the other way around, you make your squadmates cover you while you flank the enemy and go unnoticed."
-----------------------------------------------------------------------------

Yes, squad programming scripts have been mentioned before - and it's definitely worth mentioning again ! 

I mentioned on previous M.E. 2 threads that I had the worst problems with my squad NOT following orders during the Geth Heretic Base Mission.  The squad wouldn't even do basic motions like moving up through areas or doorways.   "I'm there."      "No....you're NOT THERE !"

Getting better squad movement and tactical script options would make the game play a lot more fun, interesting, and hopefully a lot less frustrating !!!!

Hello to the Designers and Testers for Mass Effect 3 !!!

Captain Kirahee wants to remind EVERYONE that - "Together WE WILL... HOLD...THE.. LINE ! ! ! ”  Posted Image

Modifié par Major_Tao_Tau, 06 août 2011 - 12:13 .


#106
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Has anybody else had problems with Liara not firing at enemies in Lair of the Shadow Broker? At the door before you get inside the Shadow Broker's base she just crouched in cover not doing anything. I've heard BioWare is looking at Liara's A.I. in LotSB for inspiration with ME3 so I hope problems like this won't pop up in Mass Effect 3.

#107
The_11thDoctor

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I dont understand why there "AI" is so bad... Ive never seen a real RPG that didnt give you a way of controlling what your non playable mates do. FF13 is a great example of what to do so you control tactics on the fly or even DA2. Make a set of tactics they preform in order to keep them alive. If at _ _ _% health=Do this... This should be elementary. If enemy is rank _ = do this... Why is ME so terrible at AI when they want us to believe EDI is possible in the ME universe? I still dont get why we dont have co-op when I know based on ME1-2, that whatever they might do wont be enough in ME3.

#108
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aang001 wrote...

I dont understand why there "AI" is so bad... Ive never seen a real RPG that didnt give you a way of controlling what your non playable mates do. FF13 is a great example of what to do so you control tactics on the fly or even DA2. Make a set of tactics they preform in order to keep them alive. If at _ _ _% health=Do this... This should be elementary. If enemy is rank _ = do this... Why is ME so terrible at AI when they want us to believe EDI is possible in the ME universe? I still dont get why we dont have co-op when I know based on ME1-2, that whatever they might do wont be enough in ME3.

A big problem of the A.I. was the way they fired their weapons. I hated that squadmates only fired off a couple shots, took cover for a few seconds, fired a few shots, took cover, etc. The A.I. had no regard for their health so they ended up taking too many bullets and rockets to the face.

#109
Xerxes52

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Yes, the squad AI definitely needs improvement, along with having their weapon damage handicaps removed (never understood the why allies had to do less damage, with the exact same weapons).

#110
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Xerxes52 wrote...

Yes, the squad AI definitely needs improvement, along with having their weapon damage handicaps removed (never understood the why allies had to do less damage, with the exact same weapons).

I wouldn't mind if the handicap was kept in place for the lower difficulties. Once you move into Insanity territory though squadmates need to be able to dish out more damage. 

#111
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 Just rewatched the squad leader trailer and it looks like squadmates use of weapons has improved. Garrus was pretty much emptying a whole clip into an enemy which is great to see. The three round burst, take cover, repeat thing made squadmates pretty useless when dealing damage.

#112
darklordpocky-san

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I'm just hoping they don't stand around like putzes

or worse, get stuck ABOVE the cover

#113
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darklordpocky-san wrote...

I'm just hoping they don't stand around like putzes

or worse, get stuck ABOVE the cover

*Directs Mordin to a piece of cover*
Mordin: Moving out of line of fire.
*Hops on top of cover and gets dropped within seconds*

#114
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jreezy wrote...

Xerxes52 wrote...

Yes, the squad AI definitely needs improvement, along with having their weapon damage handicaps removed (never understood the why allies had to do less damage, with the exact same weapons).

I wouldn't mind if the handicap was kept in place for the lower difficulties. Once you move into Insanity territory though squadmates need to be able to dish out more damage. 


Agreed. When you play on insanity you start to realize how useless your squadmates are - or rather...how useless they are when they're near you. If you hold them back and continue on (I had to during Grunt's recruitment mission) I was still able to use their abilities w/o them dying on me.

Increase weapon damage - or at least make it normal for squadmates. And they should recognize when they're low on health. When they're full they should shoot as much as possible. But when they get low they should become a lot more cautious and stay behind cover.

#115
CC-Tron

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jreezy wrote...

 Just rewatched the squad leader trailer and it looks like squadmates use of weapons has improved. Garrus was pretty much emptying a whole clip into an enemy which is great to see. The three round burst, take cover, repeat thing made squadmates pretty useless when dealing damage.



Garrus emptying his clip may show how bad the AI still is. Garrus doesn't have the kind of durability for extended fire out of cover.

#116
Ultramarinus

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The game is already too easy with "cover, fill up, cover, fill up" so I'd dump them if it wasn't for their bantering already, don't really care as how it was ME2.

#117
littlezack

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CC-Tron wrote...

jreezy wrote...

 Just rewatched the squad leader trailer and it looks like squadmates use of weapons has improved. Garrus was pretty much emptying a whole clip into an enemy which is great to see. The three round burst, take cover, repeat thing made squadmates pretty useless when dealing damage.



Garrus emptying his clip may show how bad the AI still is. Garrus doesn't have the kind of durability for extended fire out of cover.


They edited the hell out of that trailer, so it's kind of hard to judge AI with it.

#118
Xerxes52

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CC-Tron wrote...

jreezy wrote...

 Just rewatched the squad leader trailer and it looks like squadmates use of weapons has improved. Garrus was pretty much emptying a whole clip into an enemy which is great to see. The three round burst, take cover, repeat thing made squadmates pretty useless when dealing damage.



Garrus emptying his clip may show how bad the AI still is. Garrus doesn't have the kind of durability for extended fire out of cover.


Hopefully whatever programming governs their self-preservation has been beefed up. Same with cover recognition. More often than not, I'd tell Garrus to take cover at a specific point, and he would just walk over there and stand straight up near the cover (and then get killed). Same thing with rockets; what does he do when a rocket is flying straight at them? Why stand up out of cover and take it like a Turian! (which staggers him, makes him "forget" he was taking cover, and gets him killed by the inevitable second rocket)

If he can empy a clip without getting shredded, I'd want him to do that. But if he starts taking fire, I'd want him to get behind cover and wait until his shields/health recharges rather than staying out and trying to empty the rest of the clip, and dying in the process.

I wish Unity was cooldown only again. Posted Image

#119
heyimacrab

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the A.I isnt bad they definetly stepped it up from me1 
atleast you can command there positioning 
in me1 it was down syndrome you can only command one spot and they would all go into each other 

although itd be nice if wrex wouldnt charge in with no health left 
i beleive the ai should be able to sprint , atleast when you command a position especially after you use unity . they tend to stand around and die right after unity

#120
CC-Tron

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heyimacrab wrote...

the A.I isnt bad they definetly stepped it up from me1 
atleast you can command there positioning 
in me1 it was down syndrome you can only command one spot and they would all go into each other 

although itd be nice if wrex wouldnt charge in with no health left 
i beleive the ai should be able to sprint , atleast when you command a position especially after you use unity . they tend to stand around and die right after unity


We know they stepped it up from ME1. We're waiting to see if it was significantly improved from ME2.

#121
ryoldschool

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We had a thread about this in the builds forum. I clipped some video of squad positioning ai together, and it was not so bad in ME2. These clips are on insanity on xbox.


Modifié par ryoldschool, 23 août 2011 - 12:17 .


#122
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ryoldschool wrote...

We had a thread about this in the builds forum. I clipped some video of squad positioning ai together, and it was not so bad in ME2. These clips are on insanity on xbox.


There's always instances of the squad mates being smart enough to do what you want but a lot of times they're just plain dumb.

#123
Someone With Mass

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jreezy wrote...
There's always instances of the squad mates being smart enough to do what you want but a lot of times they're just plain dumb.


I just wish they could stop jumpng over cover.

#124
RocketManSR2

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I can only direct them to cover that I can see so it's nearly impossible to set up any stategies at all. Oh how I wish for a tactical camera view of the battlefield. :unsure:

#125
CC-Tron

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RocketManSR2 wrote...

I can only direct them to cover that I can see so it's nearly impossible to set up any stategies at all. Oh how I wish for a tactical camera view of the battlefield. :unsure:


I agree. An overhead map with the cover locations mapped out would open up more strategies. It's not likely to happen though.