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Anyone else played the total war series?
I don't think they should actually make this into a learning AI. That will take ages (LOL). They should just have a few pre-set AIs to get the job done. Give the player a sense that the AI is learning, when they isn't.
For example AoE->spread out. Warrior->kiting. The AI do not need to learn what is AoE and what is Warrior. Neither does the AI need to learn how to spread out and how to kite. Anet can just program them to know so and act accordingly.
That said, it will be awesome if they can have some low level AI. For example mobs would naturally move to high grounds during a fight. Mobs would naturally hide behind walls to avoid an attack. etc.
I did. Loved that game. Here is one of my proudest victories. I had so many useless units (siege units and Eastern Infantries) but I still won. ^^
http://img.photobucket.com/albums/v2...3-31-57-07.jpg
http://img.photobucket.com/albums/v2...0-12-53-70.jpg
http://img.photobucket.com/albums/v2...0-12-48-76.jpg
Anyways I was in Nageling earlier, where Separatists had taken over. They marched in perfect formation. So I believe the game engine allows for the things I recommended.
http://img.photobucket.com/albums/v2...Wars/gw505.jpg
Last edited by CHIPS; 30-11-2012 at 07:01.
Combine tactical AI with siege warfare, there are all of these forts everywhere after all, & instructions for siege engines. That would be something for Alliance battles!
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Or... randomize the AI, so different foes act differently, and you don't know who will kite and who won't in advance. That gives the illusion that they have personality (and they die too fast anyway for learning to be relevant or noticeable).
Don't go trademark that idea though, I am already implementing it.
WvW
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
To replicate a real siege, the town gates need to be closed during a siege. As of right now, most town doors stays open and just let mobs pour in. That's not how siege works. The siege-ing side needs to have siege equipment, like siege ladders and catapults. With that, the siege would look more realistic.
1) Defenders closes the gate to prevent mobs from pouring in. The players can exit the fort by other means (jump out from a spot on the wall, underground tunnels, etc).
2) Mobs rush the walls and uses siege ladders to scale the walls.
3) Defenders and reinforcements can counter the siege by attacking the mobs from their back.
Or
1) Defenders closes the gate to prevent mobs from pouring in. The players can exit the fort by other means (jump out from a spot on the wall, underground tunnels, etc).
2) Mobs uses siege weapons like catapults to destroy the gate or the wall. Once an opening is created, all the mobs would pour in at once (not one wave after another).
3) Defenders and reinforcements can sneak outside and destroy those siege weapons. If successful, the siege would be lifted and the mobs would retreat.
Here is an example:
https://www.youtube.com/watch?v=joQ73cM2KHg
https://www.youtube.com/watch?v=K8xqvyTZlWA
Don't worry. You secrets are safe with me. ^^
Last edited by CHIPS; 30-11-2012 at 21:06.
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I like those ideas Chips.
The PvE foes doing the siege sometimes do have catapults, and the associated event is to destroy them.
I like how in WvW there's a teleport door so you can move in and out freely but foes can't. Likewise, you could have foes capturing a fort and putting up doors to lock you out, provided that you can more easily retake forts in small teams than in WvW... for example, with NPC's setting up mortars etc to help you out, so you can defend those enough to retake the fort.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
Some events do start with closed gates but mobs usually break them down quickly.
POST NO BILLS
There are a few forts where you can stand on top of the wall to defend. For example the fort in Crossroads Haven.
http://img.photobucket.com/albums/v2...Wars/gw708.jpg
But of course, melee mobs under the wall are invincible due to height difference and hence that was useless. Heck I remember there was this siege mission in an open area, where the only protection for the players are a few piles of rock. The mobs were dumb and cannot jump, so they couldn't get on top. 2 seconds later, guess what? Invincible!
In Roman times simple wooden walls (e.g. you cannot get on top of it) on a mount/hill works because archers can shoot in an arc and hit the enemies on the other side. In GW2 it doesn't work b/c bows are shot in a straight line. And so, like you said, simple wooden walls are useless since you cannot attack mobs on the other side of the wall. All the wall does is slightly delay the enemy from entering the gate, while the players can only sit in the middle of the town and wait for the onslaught.
In fact, assuming that the enemies are attacking from all sides, the defenders are trap in there due to the wall. They cannot even retreat safely like guerrillas do.
So yes. Most of the forts and town walls are poorly designed. Although there are a few that's pretty good. Most of them are in Norn land.
http://img.photobucket.com/albums/v2...Wars/gw730.jpg
I think clever map designs and tactics goes a long way. Instead of trying to attract the WoW crowd to increase the player base, why not try to attract strategy gamers though map design and tactics?
Last edited by CHIPS; 01-12-2012 at 19:15.