Swarm Rage Logic

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Mr_J_
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Swarm Rage Logic

Post by Mr_J_ » 17 Oct 2005, 20:23

Maybe its not too clear, but swarm logic is when one monster on attack calls for the other members of its race to attack the player attacking it.

The rage swarm would be the rage spell bestwoed upon each monster affected by swarm logic upon each killed monster by the player or team that killed the first.

Hope I made it clear!

The reason why I thought of this is for really high level players that have nearly nothing to do.

This would fix that!
Just a thought! Swarm <insert spell name> logic.

This is aplicable even if spells aren't going to be made available to players.
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criptos
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Post by criptos » 17 Oct 2005, 20:28

Sounds nice... :)

Calling other NPC...

This could be a quest :)
go to NPC x, and retrive its head... (or something)

x cry?s for help, and many NPC are aware of the "crime", and to and seek the player..

The quest, could be, to retrive the "something" alivel :) he he heh e....

So much of luck, for being not seeing by any "called monster" will add a new way of gameplay :)

maybe the quest could be so easy, or to damn... difficult...
:)
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Mr_J_
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Post by Mr_J_ » 17 Oct 2005, 21:53

=D

I like it!
Makes for strategic gameplay being needed and not just smash & bash.
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Crush
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Post by Crush » 18 Oct 2005, 01:24

how about not only swarm rage but swarm panic?

a little example: goblins. goblins are cowards when fighting alone and only feel strong in groups.

so imagine a very very strong player goes into the goblin cave. he meets 3 goblins at the entrance and kills the first two of them with one strike. the 3rd goblin witnesses that and assumes that the player is very strong because he were able to kill his comrades without any problems. so he decides to run away. in the next room he meets 2 more goblins. he tells them "there is a player with a combat rating of 29056 last seen at map position 254:123!" the 3 goblins decide that they have no chance against such a strong enemy even when they fight together and run away too and inform others of the threat. that will cause the goblins to gather in dead ends on the maps. when the players steps into a dead end with 20 goblins in it, the goblins will decide that their combined combat rating is higher that the combat rating of the player and that they will have a chance when they attack together. so all of the 20 goblins attack him.
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Post by HaLLanHype » 18 Oct 2005, 02:57

Crush wrote:how about not only swarm rage but swarm panic?

a little example: goblins. goblins are cowards when fighting alone and only feel strong in groups.

so imagine a very very strong player goes into the goblin cave. he meets 3 goblins at the entrance and kills the first two of them with one strike. the 3rd goblin witnesses that and assumes that the player is very strong because he were able to kill his comrades without any problems. so he decides to run away. in the next room he meets 2 more goblins. he tells them "there is a player with a combat rating of 29056 last seen at map position 254:123!" the 3 goblins decide that they have no chance against such a strong enemy even when they fight together and run away too and inform others of the threat. that will cause the goblins to gather in dead ends on the maps. when the players steps into a dead end with 20 goblins in it, the goblins will decide that their combined combat rating is higher that the combat rating of the player and that they will have a chance when they attack together. so all of the 20 goblins attack him.
sounds like too much
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Post by criptos » 18 Oct 2005, 04:29

Actually not is too much..


There is a paradigm for AI development called love/hate...
Love/Hate, produce grouping together NPC... if they "sense" danger, then they group together, but they should be in line of sigth or a close rang if not, evaluation takes too long...

So, this lest go for help, is n?t far away of the IDEA...

Anyway, AI for NPC must be developed, if not, they will be just dull monsters....
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Crush
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Post by Crush » 18 Oct 2005, 04:58

HaLLanHype wrote:sounds like too much
too much what? too many enemies for one guy? how challenging the panic system is can easily be adjusted by setting up the self estimation of the combat rating of the creatures. when the creatures think that they are stronger than they really are, they will very rarely run away and group. when they think they are weaker than they actualy are, chances are high that players will be ambushed by huge groups of enemies.


another topic is target selection when creatures are faced with a group of enemies. in many mmorpgs creatures attack the people who do most damage or who heal other people. i would suggest to use different target selection ai scripts for different enemies. examples (note: by "in attack range" i mean targets which can be attacked by the creature without moving to another position):

Berserker the monster always approaches the closest target. when multiple targets are in attack range it attacks them randomly. suitable for creatures with low intelligence like wild animals.
Tactical (egoistic) can be agressive or not. prefers the target which does most damage to itself. suitable for medium intelligent creatures which prefer to fight alone.
Tactical (social) can be aggressive or not, but always becomes aggressive when an ally is attacked. prefers the target which does most damage to itself and allies. suitable for high intelligent creatures that prefer fighting in groups.
Assassin attacks without being provoked and prefers targets with less hp and defence over targets which are difficult to defeat. suitable for creatures which fight alone, have high intelligence and mean behavior.
Hit&Run attacks when noone attacks it, runs away when attacked. could be a very mean ai script for ranged attackers. especially when they are fast.
Minion protects a master creature which got its own ai script. its prioritys are 1) stay close to the master creature 2) buff and heal the master creature when necessary 3) attack enemies who harm the master creature (like tactical (social) creatures but they only care about damage dealt to the master creature) 4) attack other enemies in attack range. when the master creature dies its minions could either become coward, berserker or minions of a similar creature. some creatures which are magically binded to their master could also die when the master dies. creatures which are intended to be leaders could have some weaker creatures as minions.
Coward doesn't attack on its own and runs away when attacked. suitable for vegetarian animals, townspeople or other creatures that don't want to be involved in combat.
Last edited by Crush on 18 Oct 2005, 05:41, edited 1 time in total.
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criptos
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Post by criptos » 18 Oct 2005, 05:40

Very nice ideas of ai... :)
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Post by AndyG314 » 18 Oct 2005, 05:58

I think the Minions should care when the other minions are attacked, to prevent people from picking off the minions one at a time
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