DRL > Requests For Features

"Smarter" Enemies (If I can call that)

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Falker:
I've just got an idea while playing DoomRL when I've got the tracking map...
I found that too easy to play when monsters don't follow, for example: Barrel explosions or loud gunshots.
So there's my idea: Add a new monster that would follow the source of the explosion/sound, or modify the current monsters so they will follow the source of sound.
Of course, they cannot hear everything from first end of the map to second, so every monster should have it's sound range, for example: Former Human would hear everything 3 tiles away, but he won't hear anything 4 tiles away, and the Pinkie would hear everything 7 tiles away, but he won't hear anything 8 tiles away.
Now just the explanation why the Former Human has a such small sound range: I'm pretty sure the walls aren't made of something that absorbs sound, so if for example, the situation would look like this: @#f, and you will fire your weapon, the monster will hear the sound through the wall and go to the sound source.

I don't know if that sounds complicated or not, but I hope you will understand what I am typing even when I have bad English. :)

2DeviationsOut:
Sounds good, except for the "hunting" enemies, obviously. Perhaps some weapons would have a larger sound signature, like a BFG or a rocket launcher, while the pistol could be quieter, and the blaster might be almost silent. This would definitely make the game easier on Melee characters, since they would probably have a small sound signature.

Game Hunter:
I had this idea about a year ago, so you might find some possibilities in the thread I posted at the time. We might go somewhere with this, but only once sounds can actually be understood in four directions (currently there is only a "stereo" for noises coming from the left or right, with no regard to up/down). Otherwise it'd be unfair to the player!

Gamer-man:
if you want to make them smarter still, an easy way would be to change ranged enemies' pathing to approach your last known location.  For example, to approach you when corner shooting them, they should attempt to follow a path something like this:

        X
     X . X
 . X . . . O
@#########
 .###

that way shooting enemies get in sight to shoot, and are harder to hit when blind chaingunning.

The DoomRLguy:
I agree with monster hearing ranges and weapon sound signiatures. If the radius of sound created by a weapon crosses into a monster's radius of hearing, monster goes "Hey dudes, some random guy's down here shooting stuff i'm gonna go check it out cause it's totally NOT a doomguy who'll kick my ass." (without the horrible attempt at humour by me)

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