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Looks like Company of heroes: WW1 Alternative history edition

 

Waiting to see full new trailer

 

http://voidinteractive.net/ready-not-devblog-03/

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Artificial Intelligence

For the last year, we’ve been writing Suspect and SWAT AI that will challenge the player and act realistically. Our suspect AI can be surprisingly spontaneous and very lethal. For example, failure to restrain a suspect may result in them getting up when the SWAT are no longer around, and finding something to defend themselves with. Players will have to be strategic and mindful of their surroundings, and use the tools provided to ensure rooms are safe before and during entry.

 

For single-player, players will be placed in the shoes of the SWAT team leader with four officers under your command. The AI for our SWAT needed to be both robust and independent, in the sense that they will act in a manner that conveys a high level of tactical training whilst also being able to act dynamically if needed. This means realistic entry techniques, holding smart angles when waiting for commands, and so on. SWAT will drop chem-lights in cleared rooms, make arrests and collect evidence in their vicinity upon command if the area is clear.

   This is basically what SWAT 3 was doing in 1999. Suspects, if left alone and not arrested will "unsurrender", search for a weapon and pick up it if they found it, or they can run away to hiding spots if failed to arms themselfs. Some crimilans have 2 weapons (main gun and a pistol), some have hidden weapons. 

 

   SWAT 3 officers AI also have realistic entry tactics (both for stealth and dynamic modes), hold angles and keep their eyes on chokepoints/doorways, if they cleared a room and it is a dead end (no other rooms connected to it other then a door from which entry was done) AI will drop green chemlights to mark it as deadend and leave that room preapring to go futher. They also can arrest crimilans and collect evidence and weapons, disarm bombs and traps by themselfs (especially if commanded by AI team leader). 

 

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As is standard with any police tactical shooter, the player’s team can also employ breaching methods such as C2 charges or door rams, as well as deploy grenades into a room to clear it before entry. SWAT will also start off in a “stealth” mode, where the ROE is shifted to force them to call contacts to the team leader before engagement. The officers keep their voices low in this state to ensure they’re not heard. They’ll also be less likely to initiate combat unless put in danger. During combat, the team will shift to dynamic mode, where the team will become more likely to engage targets if seen, and take more aggressive angles. This mode can also be employed immediately at the element leader’s command.

   Ummmm... Are they just re-making SWAT3/4? This description (minus door rams) fits SWAT 3 almost perfectly.

 

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A new feature we’ve added to Ready Or Not is the inclusion of go-codes. Players can separate their element into “blue” and “red”, order them to take different entry points on a room (or rooms), and then initiate the breach as the element, known as “gold”. The breach can be initiated on a single group as well, allowing the remainder of the unit to cover a different location, such as a hallway or exit.

   Feature was added in SWAT 4, in SWAT 3 you couldn't give a single order for both team to enter room from different entry points.

 

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Naturally we also have a civilian AI system will act unpredictable during gunfights. Some will panic when shots ring out. If they find a clear exit, the civilians may try to run away from the combat to avoid being killed. It’s best to get a control of the civilians as soon as possible, by any means.

Our AI systems also take cover based on object height and strength, and will attempt to confuse the player by peeking out and then re-adjusting to find a better fighting position if possible.

   Lol, this sounds almost exactly like SWAT 3 civs (fuck them) and SWAT 3 criminals (they can peek to see a player and sometimes criminals after peeking just run away for like half of level to find better spot), same for SWAT 4 bad guys (although IIRC they were less crazy about running away for a half of level).

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