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A Suggestion involving Mecha knight kits, NPC Knights and all other like minded AI(Maybe the Mecha Knights in general)

10 replies [Last post]
Sun, 05/13/2012 - 13:53
Softhead's picture
Softhead

After completing Crossing the Chasm, I have noticed that the NPC knight helping you has a unique AI;

He uses guns.

So, I was thinking that there should be a [Mecha] Knight with both guns and bombs. ATM, I am only thinking of inloving the Mecha Knights(not kits and NPC) with gun and bomb models.

These have a high chance of replacing their swordie bretheren. Bomb Knights(enemy) should be the construct equivalent of a Gremlin Demo(not their Status rage spam) but use Either Irontechs or a constuct labeled Deconstructor. they seem to have a bulkier armour, similar to the mercurai. They can also fully charge them, and release a Vaporiser of the varying status(normal ones will have a dmg releasing one).

Gun Knights tend to go to the corners and snipe you. They have a Alchemiser like weapon that shoos three shots and has a charge similar to Rehdon's blitz. They seem to have a [What where those starter accesory with the eye scanner?] with the retrode armour. They have similar AI to Rehdon's.

With the NPCs and Kits, this will be more trickier. There should be a NPC knight with a similar AI to rehdon and has a Blaster gun with the same clip and charge. NOTE: The Kit gun differanciates from the Enemy ones. The Kits own BLASTERS. The Enemies have Achemisers with Blitz charges. They can agro enemies to make them a priority to kill.

The gun Mecha knight will obviously be similar to the Gun Spiral Knight AI and Rehdon's. They have the same spawn percentage as the sword kits.

ATM, I am puzzled with a way to include working, non distruptive Bomber AI for the kits and Spiral Knights. With Luigru's post, the idea wil be slighty more harder to balence. I will add this in the near future if possible.

Comment please and critizise.

Sun, 05/13/2012 - 14:20
#1
Artistbma's picture
Artistbma
um...this is interesting.

um...this is interesting.

Sun, 05/13/2012 - 16:29
#2
Doctorspacebar's picture
Doctorspacebar
More enemies = Good. I

More enemies = Good.

I support this idea.

Sun, 05/13/2012 - 21:42
#3
Fehzor's picture
Fehzor
+1 Doesn't sound too hard to

+1

Doesn't sound too hard to do.

And an even better idea- make it something players can fight as well.

Sun, 05/13/2012 - 22:11
#4
Serell's picture
Serell
+1

That...
Is a nice idea.

Mon, 05/14/2012 - 23:09
#5
Softhead's picture
Softhead
-_-

Fehzor, I also listed the enemy Mecha knights to have the gun/ bomb types.

Now, can anyone help me with the Ally AI for bombs?

Mon, 05/14/2012 - 23:14
#6
Metagenic's picture
Metagenic
@Atrumvindex

It's very hard to program AI to use aoe-style weapons against human players (or heck, even other AIs) effectively, that's why bot Survivors in Left 4 Dead can't use pipe bombs or molotovs.

Sat, 05/19/2012 - 08:37
#7
Softhead's picture
Softhead
Meta,

We have the demo grems however.

How about a non-knockback bomb spammer?

Sat, 05/19/2012 - 08:41
#8
Sonicfanlol's picture
Sonicfanlol
+1

You have my support on this one. They need more robo knights.

Sat, 05/19/2012 - 09:23
#9
Luguiru's picture
Luguiru
Magnets

I assume these three Mecha Knights all three have an equal probability to be created by the kits found in the Clockworks or are less likely than the sword wielding one. It would be obnoxious otherwise.

The problem with a sniping AI is setting retreat points. Gremlins just run to whatever corner and wait to use a pill. Rhendon had a couple points to fire from which were planned, but other than that it was search and destroy. Retreat points are entirely situational unless the map has preset spawn points which the AI would know to not run into, which means setting retreat points on every map layout; this is not impossible but would prove substantially difficult and time consuming. If they simply kept a few spaces distance it would be more feasible, but that may result in the AI standing behind a wall and trying to fire through it. Giving these Alchemers would result in bullets bouncing everywhere. If they have Blaster lines they could attack without interruption, inflicting a status, or accidentally ricocheting into another target causing it to aggravate.

There are two basic ideas for bombing: spam-everywhere and use-when-necessary. Bombs are fairly situational, meaning either may be useful varying by scenario. Say you are in a freeze arena and you use a kit which makes a demo with an Agni line. Now move that to an Oiler arena instead. Vaporizer bombs are situational and can be helpful or harmful depending on where they are used. Standard bombs may cause lag or knockback disruption by throwing enemies into other teammates. Unless we want Blast knockback spam or risk harmful Vaporizers that leaves suction, shard and Barrage mechanic lines; Graviton, Electron, Radiant Sun, Ionized Salt, Dark Briar Barrage. Dark Retribution would be obnoxious. Suction bombs could be annoying if the AI does not recognize that it may get itself or other knights trapped in the center if someone is there when enemies are sucked in. Shard lines can be harmful if the AI does not recognize the shards can aggravate distant targets. Barrage deals pierce which is resisted by construct and jelly families. Unless we want knockback-Blast-spam-hurr or random weapon loadouts for the kits, a bomber may be difficult to implement.

Sat, 05/19/2012 - 09:39
#10
Softhead's picture
Softhead
-_-

I see....

I would change the gun to blaster then. And the idea of the few paces back from crowd I wil add also.

Yet, as the firing wall glitch, I may need to look over the player kit versions.

The bomber Kit is still on the drawing board.....

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