DRL > Requests For Features

On demons and weapons

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Anticheese:
Monsters at the moment have no sense of teamwork at the moment - You kick in the door, the monsters are in a straight line, the imp at the front fireballs you, the cacodemon at the back fireballs everything else.

Thats fine on the earlier levels and indeed the easier difficulty settings, but as you get deeper into hell, shouldn't hurt-me-plenty become more apparant?

I am talking about teamwork here. Is it possible to have the AI avoid shooting their team members unless they judge appropriate risk? (Hm..he's pinned against a wall. My fireball attack will fry the Former Captain..but it might just kill that damn marine...)

Then what about the deeper denizens moving intelligently to spread out instead of sticking in clumps? At the moment you see a group of enemies in a tightly packed space - Great shotgun/launcher fodder. But at later levels deeper to Hell, shouldn't they gain the powers of intelligence and spread out into say, a half circle that pins the marine against a wall so that they wont all be affected by blast/multishot weapons and can all fire on the marine as opposed to each other?

It would be GREAT for Nightmare mode too.

---

Minor suggestion: At the risk of adding a rock paper scissors attribute to the game, can it be made so that certain creatures have weaknesses to certain types of weapons?

Take Lost Souls for instance, they would make perfect shotgun fodder. So they take just one extra damage point of (guess what) damage and are easier to hit with them.

The idea is that its subtle and not major in any way. Just adds a subtle background element. 

Adral:

--- Quote from: Anticheese on January 04, 2007, 15:38 ---Monsters at the moment have no sense of teamwork at the moment - You kick in the door, the monsters are in a straight line, the imp at the front fireballs you, the cacodemon at the back fireballs everything else.

Thats fine on the earlier levels and indeed the easier difficulty settings, but as you get deeper into hell, shouldn't hurt-me-plenty become more apparant?

I am talking about teamwork here. Is it possible to have the AI avoid shooting their team members unless they judge appropriate risk? (Hm..he's pinned against a wall. My fireball attack will fry the Former Captain..but it might just kill that damn marine...)

Then what about the deeper denizens moving intelligently to spread out instead of sticking in clumps? At the moment you see a group of enemies in a tightly packed space - Great shotgun/launcher fodder. But at later levels deeper to Hell, shouldn't they gain the powers of intelligence and spread out into say, a half circle that pins the marine against a wall so that they wont all be affected by blast/multishot weapons and can all fire on the marine as opposed to each other?

It would be GREAT for Nightmare mode too.

--- End quote ---

The problem with that is that you are effectively cancelling the good points of wielding Shotguns or Rocket Launchers. So I don't really like the idea.

What might work, though, is only make higher tier demons more intelligent. Zombiemen are fine being stupid, imps should be a little more clever, etc. In this case, Hell Knights and Hell Barons (from the higher feudal ranks of Hell) would be the most intelligent, trying to always attack you from where you are most vulnerable, but it would also keep the Lost Souls and Former -foo-s as shotgun/rocket launcher fodder - which is fun. But also you would have intelligent monsters to deal with.

What do you think?

--- Quote from: Anticheese on January 04, 2007, 15:38 ---Minor suggestion: At the risk of adding a rock paper scissors attribute to the game, can it be made so that certain creatures have weaknesses to certain types of weapons?

Take Lost Souls for instance, they would make perfect shotgun fodder. So they take just one extra damage point of (guess what) damage and are easier to hit with them.

The idea is that its subtle and not major in any way. Just adds a subtle background element. 

--- End quote ---

I don't like it much, it would be another argument for opening inventory spacing to have all the weapons available, or would make certain builds more difficult to play with, leading to an (even more) unbalanced situation.

Kornel Kisielewicz:
I won't comment on the AI idea -- the old AI will be completely redesigned before 1.0.0 and I'll do modifications to the new AI then.

But I realy like the minor suggestion. But instead of affecting damage it would be easier to affect armor. We could then create 4 different damage types:

mechanical - melee weapons, pistol, chaingun
concussion - shotguns, rocket launcher, barrel
burn - plasma rifle, BFG, lava/acid

And adjust the armor ratings of the monsters ... any ideas for the adjustments (they should be logical -> like lost souls aren't well affected by mechanical attacks, but suspectible to concussion damage. Bear in mind the balance!

Blade:
What about AI - at least make them not killing themselves. When you see BoH that kills himself by blast of his own ACID ball fired at you, you begin to disrespect them totally.

What about second - i don't like to see DooMRL transformed to tactic turn-based strategy. I love the way it is now - action with elements of RPG.

Blade is out.

nokturnal:
in doom & doom2 i really liked how the monsters started fighting among each other if they accidentaly fired upon another

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