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Squadmate AI settings


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9 réponses à ce sujet

#1
XAN

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It would be great if we could select from a couple of options regarding the combat behaviour of our squadmates.

Some examples:

Primer: the squadmate will use his/her powers to prime unaffected enemies for biotic/tech explosions for the player or the other squadmate to detonate. They will set up the target for an explosion that is strong against the enemies' defense (they won't Overload armor if they have an anti-armor power).

Detonator: the squadmate will use his/her powers to detonate power combos primed by the player or another squadmate.

Defender: the character will focus on enemies that are shooting at the player to protect the protagonist.

Agressive: the squadmate will focus on closing in on enemies and taking their aggro (melee using krogan squadmate).

 

One of the weak points of ME is that the squadmates feel useless (Insanity, anyone?). Having to pause the game all the time to tell them which powers to use breaks the continuity of the game. Note that I am absolutely fine with people preferring the pause system. It's just after playing the multiplayer for "some time" I have grown to love the unpaused, fluent gameplay we see there, and it would be so much better to have the option to make squadmates a bit more independent (and competent) in the Singleplayer part of the game.


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#2
Revan Reborn

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Well, I'm fairly certain squad mates will be useless on Insanity even in this game. They aren't very bright and they never do a lot anyway. Gearing companions should be much more sophisticated though, in my opinion. I'd rather have coop buddies than rely on the lame AI, but any improvement to AI is nice I guess. I assume BioWare will try to make it somewhat better, although still useless.



#3
Onewomanarmy

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Well, I'm fairly certain squad mates will be useless on Insanity even in this game. They aren't very bright and they never do a lot anyway. Gearing companions should be much more sophisticated though, in my opinion. I'd rather have coop buddies than rely on the lame AI, but any improvement to AI is nice I guess. I assume BioWare will try to make it somewhat better, although still useless.

 

I'll take you as my coop buddy over an AI any day! Don't you worry. You just need to play it on console....


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#4
Revan Reborn

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I'll take you as my coop buddy over an AI any day! Don't you worry. You just need to play it on console....

You get my hopes up and then you crush me!!! Perhaps YOU need to play it on PC!!! :D

 

Coop would make this game so much better than broken AI companions!



#5
Onewomanarmy

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You get my hopes up and then you crush me!!! Perhaps YOU need to play it on PC!!! :D

 

Coop would make this game so much better than broken AI companions!

 

Perhaps I will then!!!! :D

 

Just to coop with YOU! Yes YOU!

 

Ps. If it gets coop....



#6
Revan Reborn

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Perhaps I will then!!!! :D

 

Just to coop with YOU! Yes YOU!

 

Ps. If it gets coop....

Yeah... Probably important it actually has coop first before anything else happens lol. We can dream! It would make gameplay so much more fun than having to constantly use medigel to revive dead companions!



#7
Edwin Master Race

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+1 for this suggestion. Not having to micro-manage your squadmates would make the game so much better. It's time that video game AI show some improvement.



#8
Bruno Hslaw

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You do know it is not AI. it is actually artificial stupidity that squad mates will get as per usual. You know lets stand in front of cover when confronted by heavy fire etc.



#9
Midnight Bliss

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The ME3 Squadmate AI was just fine, I see no reason to make any significant changes to that system unless new mechanics require it.



#10
Fuenf789

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OP,

 

before this thread totally derails, some feedback :

 

the challenge with AI squadmates, that are too "independent", are that mediocre team players will be carried to glory and "lead" from behind. This will warp the results.

 

I think that "pause" button was only a first evolutionary step in that direction to make it a bit more tactical than just plain storming & pew pew pew.

 

 

Possible trade-offs are  :

 

1 - There must be a dependency on more synergy in the team. ie that the Squad powers be "chained" in (certain) combination(s) specifically to be sufficient to take higher level  bosses. (ie without the First Person joining in harmoniously in a chain of 6 triggers, the outcome cannot be reached). Such complex orchestration should be rewarded by bonus XP.

 

2 - AI guided experience levels - ie that a AI squadmate "learn" from repeated similiar commands and over time become more and more independent when playing together.

 

3 - So in additions to powers & weapons there can be a whole set of battle tactics (cover fire, tactical withdrawal, two-by-two, distraction etc. pp) that a squad (not only you as player) has to "learn".

 

4 - With more "independence", squadmates should then exhibit some self preservation, ie when their experience levels are not matching the challenge. You wanna run into sure-death? No prob, buddy,   you go ahead and "take-point" by example - after 10 times of doing it, I'll follow .... Alternatively you then can get two concurrent challenges in HQ, where you can decide to split your team and send the most experienced squadmate on another mission (such independent mission will not result in squadmate XP increasing), but could double your resource/credits. To build morale, you should built their XP after a number of indendent missions.

 

5 - Imagine taking universe by commissioning (paying) an expendanable (100 battles before retiring) trained grenadier from a fellow Me:A player . That grenadier X135 can only increase XP at "home", but up for hire. (not the core characters) to increase the size of the universe even further... mb ME:5