All through Book I and II...I have always wished for a little more "Intelligence" in the game. Something to distinguish the Bee or Rat from the Wolf and all those beasts from the Taurax / Dwarf / Goblin / Human enemy. Basically things that make enemies have comparable intelligence vis-a-vis the player.
One does encounter rudimentary intelligence (like bandits ambushing and letting me go if I hand over my gold or guards accepting bribes to open a gate etc). It is also encountered at the apex level (where the top enemy offers some choices). In my opinion, it should be incorporated much more appropriately then as a rare multiple choice question (or as puzzles). Let me share some examples...
Example 1 - I bomb my way through having bought / learnt to create demon oil. Or a barrel of explosive is blown up by me or a suicide goblin. Shouldn't it cause alarm because of the noise? Even beastial enemies have a different kind of intelligence that normally involves sound, smell etc. A pack of wolves attacking the player should attract others from far off as well becuase of all the howling. (Wish - Incorporate "sound" to a much greater degree just like you did hunger and thirst ). This will also make skills like "move silently" "hide in shadows" etc much more relevant). If feasible, incorporate "smell" and potions/spells to confuse smelling ability, though this maybe a needless and tall order with much lesser dividends. Sound should suffice I think.
Example 2 - I am fighting a few Dwarfs. Shouldn't one of them go and raise an alarm or fetch reinforcements - maybe push a lever, or get away, and summon a bunch of off duty guards or a Quick Reaction Team (who rush / transpond to the battle site) while the others evade and delay? In fact just the sounds should suffice to cause alarm unless I use long range weapons and/or stealth techniques (Wish - Incorporate raising alarm by enemies and reinforcements (ideally in conjunction with sound above but it is an improvement even by itself) )
Example 3 - I am fighting 10 Goblins. Must they all stand and fight to death? Shouldn't they withdraw to re-arm / re-protect / re-group into a stronger bunch once they realise the player is extremely strong and has effortlessly killed few of them? Maybe all they need to do is open a chest lying nearby and switch weapons, otherwise I just loot the same chest and get away with a super weapon after killing them all while the enemies just guard it like brainless zombies. Its illogical. They should use those better weapons/armor lying nearby unless killed by surprise/stealth and then it should fall as loot once the enemy is killed. (Wish - Incorporate re-grouping of enemies after re-arming with better weapons / re-protecting with better armor when faced with a superman type player, or if the better item is lying nearby. This can be a good difficulty level option as well )
Example 4 - I have conquered level 1 of an enemy complex and now entering level 2 after having massacred 20 evil Taurax / Goblins / Dwarves etc in long combat. Logically the same enemy at level 2 should have been alerted unless I am real stealthy (like one good feature of old games like Commandos was the ability to pick up and hide dead bodies combined with the enemies ability to raise an alarm on discovering a dead comrade). If the alarm is raised, the enemies should be better organised / armed / protected. (Wish - Incorporate ability to pick up and hide dead bodies (in conjunction with alarm and sound above) as also automatic upgrade of intelligent enemies in case an alarm has been raised or noisy weapons and melee combat is used too often)
Example 5 - Intermediate level intelligent enemies may prefer to make an offer instead of dying (like a dialogue pops up and says "I'll tell you where the pot of gold is hidden if you let me live?" or "I'll fight by your side if you let me live (works same as the "charm" spell maybe for random time after which they may betray))". Too many such offers would ruin the game flow but a few more can certainly add spice and intelligence. (Wish - Incorporate more enemies and NPCs offering barter under adversity)
If such intelligent features can be suitably incorporated in Book III, it would make it a really really awesome game
Incorporating Intelligence in Enemies
- Ssschah
- Council Member
- Posts: 166
- Joined: December 12th, 2011, 6:56 pm
- Location: Somewhere in Nor'Land...
Re: Incorporating Intelligence in Enemies
Wow, I actually agree with you, the game would be amazing, and probably my favorite game if they were able to incorporate at least a little of what you mentioned, but Basilisk Games? No offense to them ( and their great games ) but I do believe even someone with great game creating skill, making an intelligence that you speak of would be immensely hard. Don't get me wrong, I love this idea, and I'm sure Basilisk Games does too, but to what extent would it be too difficult?
To create intelligence, requires great intelligence.
To create intelligence, requires great intelligence.
- Kreador Freeaxe
- Major General
- Posts: 2439
- Joined: April 26th, 2008, 3:44 pm
Re: Incorporating Intelligence in Enemies
Some of these things could be programmed in as conditionals in some fights and such. The problem is that programming an intelligent AI to react well to whatever real humans come up with is beyond the capacity of even the big companies.
Just think about some of the stupid stuff in Dragon Age: Origins. Set up a barricade with flaming oil across a pathway to bottle in your enemies, and then stand so far away from it that you can't actually see the enemy until they're past it. Or your fighters tracking on an enemy and deciding to run through the flames, when the enemy is smart enough to run around them.
The illusion of intelligence in machines--ie the machine's ability to operate near infinite conditional statements and alter them on the fly based on the results of previous conditional statements, actually requires a whole lot of computing power.
In every CRPG ever created, players have wished the NPCs wouldn't be so stupid. It's just not an easy wish to fulfill.
Just think about some of the stupid stuff in Dragon Age: Origins. Set up a barricade with flaming oil across a pathway to bottle in your enemies, and then stand so far away from it that you can't actually see the enemy until they're past it. Or your fighters tracking on an enemy and deciding to run through the flames, when the enemy is smart enough to run around them.
The illusion of intelligence in machines--ie the machine's ability to operate near infinite conditional statements and alter them on the fly based on the results of previous conditional statements, actually requires a whole lot of computing power.
In every CRPG ever created, players have wished the NPCs wouldn't be so stupid. It's just not an easy wish to fulfill.
---
Kill 'em all, let the sysadmin sort 'em out.
Kill 'em all, let the sysadmin sort 'em out.
Re: Incorporating Intelligence in Enemies
Intelligence is very hard to program. Computers do not actually think. They are dumb as rocks. So everything an enemy does has to be scripted by a programmer ( conditional..if..then..else ), and is very predictable. I suppose unpredictable behavior could be programmed by adding a random number generator that would give a different reaction selected from a number of possibilities. Which I believe the game already does that as HP goes down some enemies will flee and sometimes they will not. This is probably a formula that is based on the number of remaining HP the mob has under say 25% of its total HP, the higher chance there is for it to flee. For example...If HP remaining/ Total HP X 100 is less than 25 generate a random number between 1- 100. if the random number is less than say 30 ( giving a 30% to flee when HP drops below 25% ) flee. Or possibly each kind of mob has its own flee number..and a 0 as a flee number would mean never flee. Also you could have a conditional statement that at 25% HP the chance to flee is flee number %..but at 20% it is flee number + 5% unless flee number is 0 ( actually you would just have a statement near the beginning of the flee function..if flee number is 0... exit function..or even better not call the function at all if the number is zero ) .. at 15% its flee number + 10% and so on...this would give you the increasing odds of fleeing as HP dropped. You could even get much more versatile in the flee function by having 3 variables instead of 1...flee number, flee increment, and flee check. I am not going to go into that however.
Sorry about the programming thoughts ..just thinking out loud. I do love to program.
Sorry about the programming thoughts ..just thinking out loud. I do love to program.