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I would say that melee characters should stay in cover until the enemy is x tiles away from them (if said enemy has a gun), stick close to ranged buddies, and only engage enemies that are melee if they want to leave it |
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I recently started in a stadium with an NPC pal and watched her repeatedly retreat deeper and deeper into the building, aggroing more enemies as she went, which inevitably got her killed. NPCs should be able to understand that this is the likely outcome when retreating to an unexplored area and only do it as a last resort or when they go into a total panic. One specific thing an NPC might want to do if they recognize that they're in a dangerous overmap tile is to clear a single room and define it as a hiding place, then hang out in there, especially if there's darkness to take advantage of (unless they're nyctophobic). This behavior could even form the basis of future organic player/npc interactions. Finding an NPC hiding in such a place might prompt a dialog like "I'm trying to hide, can you help me escape?" or any number of other things that fit the scenario. |
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Copying lazybuns comment from discord so I can keep track:
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You could implement ranged kiting for NPC´s. This could be as simple as a check to see if the speed differance between NPC and a threat. If it is big enough than the danger level of the enemy should drop significantly but the NPC should still keep a certain distance. Example: A NPC on a horse sees that the speed differance between it and a hulk is very large. Instead of running away like normal it stays much closer and starts shoting the hulk with arrows before repositioning again. This would need some additional checks too check for armor and regen too prevent a NPC from pelting rocks at a skeletal juggernaut. NPC´s could seek some form of rudamentary cover. Think if they are inrange of a enemy with a ranged attack than they try to break line of sight if possible while roughly remembering where the enemy was to prevent reastablising line of sight. This could be further expanded by having the NPC not move from thier position once they break line of sight to allow them to ambush the ranged enemy. Implementing formations could be a very simple addition to the game. Just have the player make a grid where they place everyone and the NPC´s would try to they in that grid. Maybe make everyone move in lock step or force their turns to go after one another to prevent people from being caught out of position. This would give players and NPC´s advantages:
I would first implement formations for players. After a few months players will have developed a range of differant formations and strategies that you can than implement for NPC´s and perhaps monsters too use. Why design stuff yourself if you can trick the playersbase to do it for you? |
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I have recently redone a lot of the NPC combat AI and I hope to do a lot more. I am running into the problem though that I'm not all that great at tactics, and don't play the game as much as I used to. I'd really like to crowdsource some of the planning and ideas here, and get some thoughts on what other behaviours NPCs could have. Please read on before posting though because I do need to outline some specifics.
The AI that I am working on currently does a bunch of things. It estimates how tough the assessing NPC (let's call them
Assessor
) is, how tough its allies are, how tough its enemies are, and how outnumbered the allied team is. It also looks at how many enemies are crowding in on Assessor when they're using a ranged weapon. They have currently got two behaviours based on this: reposition and run away. Using this data they will:In the short term, I am hoping to add:
From here I'm at a bit of a loss. I want to make sure I break down my AI processes to make sense for what future tactics I want to add, but I am not really sure what would be good directions. I've already fixed (afaict) the things that were driving me the most crazy but I also know they can be much, much better. I'd love some opinions and ideas for where to go next.
Some things that have already come up:
I would also be open to ideas around how NPCs might change their movement behaviour depending on how outnumbered they are, or around other situatoins. Should they act differently in the dark?
Another thing I could look into is having them recognize how many allies they have, and picking 'roles' on their own. Like, if one NPC has more armour, they might flag themselves as "the tank" and if one NPC is faster they might flag themselves as "the flanker". If I did that, how should I start adjusting their behaviours with the tools I have outlined?
Finally, what I'd like the absolute most is to hear what they're doing or not doing that drives you the most crazy, so I can see if I can fix that.
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