Realistic combat and idle states

Post » Wed Dec 08, 2010 4:50 am

It would be a nice way to make combat and idle states more realistic by providing more NPC behaviors. This goes from an NPC searching (not just walking around) to using dead NPCs as meat shields.

Combat

  • Meat-shielding - Enemy and hostile NPCs will use dead NPCs (that were allied to them) near them as meat shields by picking them up and blocking attacks with their body.
  • Pulling allies to cover - Critical hits should knock out an enemy in rare times and the allies of that NPC should drag that NPC to cover and get someone to use healing potions on it.
  • Taking cover on own - NPCs should take cover while at threat of getting hit.
  • NPCs retreat back a little - They won't exactly retreat but when you make a town go hostile the helpless people should push people out of the way and run away, dodging objects and hopping over stuff to get away from danger. Until they are armed they will do all they can to get away from you and it'll be more than just running away.
  • NPCs help their allies - They should get in the way to block attacks and if equipped with a shield they should actually try to block stuff.


Idle

  • Searching in Idle Combat - Sure searching is fine now, but it's just a bunch of walk 'n' talk. The talk should sound more frustrated and they should do things such as attacking random things and throwing stuff. When they get nervous from noise or such they call for reinforcements and slowly approach a position.
  • Actual duties - Bartenders do their job, janitors clean stuff, etc.
  • Bar fights / fights - Random fights break out.
  • Meetings, speeches, etc. - Yeah.


What do you think? Do you think it'll make situations more realistic?
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Sweet Blighty
 
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Post » Tue Dec 07, 2010 8:14 pm

Wow! Would be amazing if some of this is incorporated in the magical radiant AI we've heard so much about.

One of the overhaul mods I have installed for Oblivion seemed to make some great improvements, such as enemies running away when their health is low. Not sure if this is Oscuro's or something else.
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ZzZz
 
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Post » Wed Dec 08, 2010 3:29 am

I agree!
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Nicola
 
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Post » Wed Dec 08, 2010 5:13 am

well they've actually got actual duties covered already. as for the rest, I don't know. would be cool though
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Kanaoka
 
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Post » Wed Dec 08, 2010 5:07 am

well they've actually got actual duties covered already. as for the rest, I don't know. would be cool though


They are mostly simple animations however such as people smoking in Fallout 3 or drinking a drink. In Oblivion it's all about mudcrabs though haha. Sure they have it now but it's simple and with the new engine it could be approached even better.
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Naomi Lastname
 
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Post » Tue Dec 07, 2010 10:27 pm

It would be a nice way to make combat and idle states more realistic but providing more NPC behaviors. This goes from an NPC searching (not just walking around) to using dead NPCs as meat shields.

Combat

  • Meat-shielding - Enemy and hostile NPCs will use dead NPCs (that were allied to them) near them as meat shields by picking them up and blocking attacks with their body. (I don't think this will ever happen in any game...)
  • Pulling allies to cover - Critical hits should knock out an enemy in rare times and the allies of that NPC should drag that NPC to cover and get someone to use healing potions on it. (Very doubtful)
  • Taking cover on own - NPCs should take cover while at threat of getting hit.(Totally possible, Fallout 3 had it)
  • NPCs retreat back a little - They won't exactly retreat but when you make a town go hostile the helpless people should push people out of the way and run away, dodging objects and hopping over stuff to get away from danger. Until they are armed they will do all they can to get away from you and it'll be more than just running away. (Possible. But I doubt we will see NPCs tha actually jump this time or pushing people like Assassin's Creed.)
  • NPCs help their allies - They should get in the way to block attacks and if equipped with a shield they should actually try to block stuff.
(Possible because it only requires basic AI coding.)

Idle

  • Searching in Idle Combat - Sure searching is fine now, but it's just a bunch of walk 'n' talk. The talk should sound more frustrated and they should do things such as attacking random things and throwing stuff. When they get nervous from noise or such they call for reinforcements and slowly approach a position. (Possible, but the attacking random things and throwing stuff is very doubtful)
  • Actual duties - Bartenders do their job, janitors clean stuff, etc. (This already happens with the Radiant AI, and will work even better combined with Radiant Story)
  • Bar fights / fights - Random fights break out. (Possible with the new Radiant Story system)
  • Meetings, speeches, etc. - Yeah. (Speeches happening on the middle of town is possible, because the player would be able to see it everytime. But NPCs gathering in someone's basemant for a meeting is doubtful and unnecessary)


What do you think? Do you think it'll make situations more realistic?


My comments are in red.
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Daddy Cool!
 
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Post » Wed Dec 08, 2010 5:35 am

[*] Actual duties - Bartenders do their job, janitors clean stuff, etc.
[*] Bar fights / fights - Random fights break out.
[*] Meetings, speeches, etc. - Yeah.
[/list]

I think with the new radiant AI they are talking about this stuff happens where people all have their own daily life
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Eve Booker
 
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