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gameplay modification suggestions

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DevourMistress
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gameplay modification suggestions

Post by DevourMistress » Sat Jun 11, 2016 12:38 pm

This topic was raised to improve the gameplay of the tower, as some might find the gameplay of Consortium lacking and wish to avoid this in The Tower, which will be much larger game experience.

As such, this topic will contain suggestions and examples of the areas that might require improvements. These are only suggestions, as such, the developers have no obligation to add/modify these features in the game, these will be purely suggestive modifications, which developers can then examine and if they agree/have resources to, then can add/modify to the game itself.

The following suggestions were made by myself and FordGT90Concept

Modifications

As everyone knows, the combat and AI of Consortium was... lacking, for some part. The reasons are obvious of course, but in order to avoid the AI being ... near-mindless, here are several suggestions to upgrading it.

1:The AI will take cover behind objects, such as pillars, walls or objects such as crates or something similar when in combat for tactical advantage, as well as support the other AI's under fire (if enemy npc is under fire by player, other enemy npc will support the one under fire)

2:The enemy AI will try to outflank the player when in or out of combat. For example, if in combat, they will try to maneuver around so that they can attack the player from behind or from the sides, while out-of-combat, they can maneuver into more strategic positions while the player is talking to enemy leader (if feeling that the player is hostile and clear threat), in order to have an advantage if player turns hostile after diplomatics fail. This, of course, could be also used by players to 'create a trap', where they intentionally cause the enemy to maneuver into positions the player wants them in.

**Subpoint to text above: The enemy AI will either use granades to force player out of cover for coordinated attacks or use suppression in order to allow other npc's to outflank the player. They can also use suppression to allow other npc's to change cover or reload while in cover. **

3:The AI will react correctly to sounds, sight and objects. These can be broken lights or objects, open windows and doors, dead or unconscious bodies, unknown sounds and sights (such as something breaking near them or doors opening by themselves, features which we have already seen in trailers). If their alertness level reaches too high, they will start actively to look for intruders.

**Subpoints to text above:If budget and time allows (these are additional but not necessary upgrades):
3a) Make the AI try to trace things that are wrong back to their source. For example, if they stumble upon a broken light, a series of progression occurs the longer they have to examine it based on their alertedness coming into it. For example, if they're already cautioned because they saw something else previously, they wouldn't take time to study it and instead would go to full alert. If they're alert level is normal and they notice a broken light, here's an example of the progression:
A) notice a broken light either because of the absense of brightness.
B) approach the anomaly and look at the ground noticing broken glass.
C) look up to see where the glass came from
D) look around for obvious causality
E) Look closer up to see where a KAR bullet ricocheted
F) map in their mind where the bullet hit, through the bulb, back to its source
G) because there clearly was a lethal weapon involved, raise alert level
3b) AI should be able to alert either the locals or the entire area based on communication with others via voice, radio, or pre-placed panic buttons. The player should be able to interrupt all of these to prevent the spread of alert. For example, taking the AI hostage can make him say whatever needs to be said to stop the alert. Personality should weigh in here where some won't bow to B6's will.
3c) Whenever a detail is pinpointed (e.g. where the shot came from in 3a), they'll actively search that area, not where the light itself broke. Shooting out a light, therefore, has the same effect as firing a loud gun, only the response is delayed
3d) the world should have a hidden overlay of danger; the more danger, the more likely the AI is to avoid it. For example, if they find a pile of three dead bodies, they're not going to approach the pile, they'll instead try to flank it because they don't know whether or not whatever killed those people is still there. **

4: the AI will show signs on what kind of personality he or she has, which will allow the player to react properly. one example, is capturing and interrogating an enemy npc for information: a cowardly AI will reveal information easily, while an hardened AI will not reveal anything, even under threats or bribery. This system, of course, can be used for multiple situations, but above example shows what we mean by the personality of NPC. This of course, could also mean that enemies with different personalities could be persuaded to surrender or join you more easily than others, if their loyalty to their group's cause is not strong.

**Subpoint for text above: the following points are specifics for creation of these personality types:
alertness (-3 to 10): -3 = deep sleep; 10 = shooting at you
aggressiveness (-10 to 10): -10 = passive; 10 = aggressive. Example: at -10, the mere sight of Bishop 6 will make him/her set the weapon down and assume the hostage pose. At 10 and taken hostage, they won't say anything and will be actively struggling against Bishop 6's hold. After a random amount of time (say 3-10 seconds), a 10 may break free of Bishop 6's hold.
intelligence (0 to 10): 0 = dumb as a rock; 10 = genius. For example, a 0 sees something amiss, he's going to recruit a friend to help solve it. If his friend is a 3, the two together will miss details which leads them to an incorrect or incomplete conclusion.
perceptiveness (0 to 10): 0 = would only notice getting punched in the face; 10 = notices everything. how likely someone is to hear or see something amiss. There would be a base number and a modifier. An example of a modifier would be in a conversation with someone else, at, for example, -5. While they are distracted, you may be able to sneak by him when you wouldn't be able to other wise. **

5: the friendly AI, when in and out-of-combat, will perform similarly to points 1 and 2 against enemy AI's, as well as take custody of captured and unconscious enemies. They will also give helpful information to player, as well as secure the cleared areas and defend them from any hostiles that might wander into the area (intentionally or unaware that the area has been secured by player-friendly AI's).

6:The players should be able to move around enemies and their field of view by staying behind cover, moving quietly and staying in the darkened areas, unless they are using stealth module.

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FordGT90Concept
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Re: gameplay modification suggestions

Post by FordGT90Concept » Sat Jun 11, 2016 1:16 pm

I think it would be totally awesome if one or two of the enemy have the Stockholm Syndrome. Based on your previous actions, they are either in love with Bishop 6 (e.g. Pawn 12), fearful of Bishop 6, or curious about Bishop 6. In any case, they are extremely mendable to the will of the Seeker so the Seeker can decide to avoid, exploit, or passively/aggressively ignore the character.
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