DRL > Requests For Features

Monster reaction to noise

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ZZ:

--- Quote from: Game Hunter on September 20, 2010, 13:05 ---I would, however, categorize most monsters in the "stupid" category, leaving (potentially) Barons/HKs, Arch-Viles, and formers as the intelligentsia. Of these, I'd rank Viles as smartest, then Barons, commandos, HKs, then the other formers (probably captain/sergeant/human, if they aren't all equal).

--- End quote ---
I supposed that formers went crazy because of the demons so they should not be too smart. Also, spiders and revenants do not seem to be too stupid.

Fanta Hege:

--- Quote from: ZZ on September 20, 2010, 14:48 ---I supposed that formers went crazy because of the demons so they should not be too smart. Also, spiders and revenants do not seem to be too stupid.

--- End quote ---

Spiders in the original game were a walking brain afterall.. They should have some smartness factor.
Revenants are basicly just resurrected skeletons, you can't expect much from them.

I personaly have some mixmatched feelings about this system. In the otherhand it does sound like it could be intresting, but on the other hand it just seems.. Bit odd. Though I would love some changes to the enemy AI and this could provide it, I feel this could imbalance some builds. For exsample this could give unwanted buffs for about all builds. Shotguns get buff with having to scout less, ammochain and pistols get the buff off making the least noise. Rocket launcher fan? oh boy.. Then this leaves meelee to be a question mark. Might make it easier on the early levels, but in the few last levels, specialy with archviles beeing on the smart list, this would make some serious trouble for the player if they would accidently make too much noise as you know, a single vile can end your AoB run if you don't have zerk going when meeting it.

ParaSait:

--- Quote from: Game Hunter on September 20, 2010, 13:05 ---I'm not sure what Doom you played, but I certainly remember using the fact that monsters will approach after you've shot your weapon (ie, the noise factor), then waiting at the side of the wall for them to come.

--- End quote ---
True but I'm not talking about how Doom technically worked here, I'm talking about how it's played. In Doom you don't just say "yo I'm here!" and wait for the monsters to come check you out, it's pretty much the opposite.
Dunno, I've a very negative feeling bout this suggestion. It'd just make DoomRL plain boring in most situations.

EDIT: Also, the monster's limited line of sight is there for a reason right?

Fanta Hege:
The line of sight also brings the intresting question of cateye, considering it would get hell of a nerf here.

thelaptop:
I think I might have asked that somewhere, but let me ask it here again:

Is the AI for the monsters hard coded or is it in separate modules that can be compiled in via LUA?  If the latter, maybe we can even open up the monster AI for experimentation to get behaviour as close to that of vanilla Doom.

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