"Now, this is just a random idea. You may get ideas, you might think its stupid, that I’ve gone in a circle. Implementing this is not overly complicated for an AI programmer. The real question is how do you show the player what has just happened? How do you make them realise its the next level, and not the first one?"
My idea for this would be something like characters have a stat called "Battle Respect" By going into battle with a character those characters start to build a bond and gain battle respect. If they have low respect then that character might leave them to die rather than save them or fight to the death. If a character has multiple battles with another then they build battle respect and will be more likely to save each other. Also you could say if a character is told to manually run away they loose even more respect but if you keep them fighting they gain even more respect?. It might also be an idea to say that characters who have a high respect fight better together so some small passive buffs might be a good idea?
"The Next Level Of AI" Idea
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AviticusDragon
- Posts: 23
- Joined: Fri Apr 12, 2013 7:57 pm
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Not sure what I think about this idea. It's interesting, but would have to be implemented in a way where it doesn't detract from Kenshi's freedom of choice. You shouldn't be punished for retreating from a battle. Maybe suffering from battle fatigue but that's different.
I do agree that the more you fight with a companion the bond should grow stronger. How that is implemented and what that means could be anything.
I do agree that the more you fight with a companion the bond should grow stronger. How that is implemented and what that means could be anything.
Kenshi Ironman Cinematics:
https://www.youtube.com/playlist?list=P ... KGW8V4Vd34
Kenshi Awakening Cinematics:
https://www.youtube.com/playlist?list=P ... qvO9Zih2Kb
https://www.youtube.com/playlist?list=P ... KGW8V4Vd34
Kenshi Awakening Cinematics:
https://www.youtube.com/playlist?list=P ... qvO9Zih2Kb
I'm not really sure how you could impliment this either... I love the idea of character relations aswell, but it sounds like you're expecting everything to be automated...
When you decide to first aide, run, pick up, assist, or whatever, is based on YOUR choice... It should not be the AI to determine all that.. If I tell a unit to first aide someone, i want it to do so. I don't want i tell me "No, i don't like that person"...
Now, I can see how this could go in "favor of" different people depending on relation... Such as if you have medic as a permanent job, and a lot of people need to be first aided, they would prioritize those that they like. or same with the rescue command, as well as do assists to friends, rather than a chaotic battle, they may target similar enemies, or fight near them. But, it has to be a balance between player control and unit behavior.. I do not want it overriding my own choices as a player. If a character is dying, i don't care if that medic doesn't like them I DO.. so save them.. Your friend on the other side of the battlefield with a scratch on their knee can wait...
When you decide to first aide, run, pick up, assist, or whatever, is based on YOUR choice... It should not be the AI to determine all that.. If I tell a unit to first aide someone, i want it to do so. I don't want i tell me "No, i don't like that person"...
Now, I can see how this could go in "favor of" different people depending on relation... Such as if you have medic as a permanent job, and a lot of people need to be first aided, they would prioritize those that they like. or same with the rescue command, as well as do assists to friends, rather than a chaotic battle, they may target similar enemies, or fight near them. But, it has to be a balance between player control and unit behavior.. I do not want it overriding my own choices as a player. If a character is dying, i don't care if that medic doesn't like them I DO.. so save them.. Your friend on the other side of the battlefield with a scratch on their knee can wait...
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minatoachura
- Posts: 2
- Joined: Fri Apr 25, 2014 4:47 pm
it doesn't necessarily have to work just for your team it would be a general feature so would work for bandits as well,
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Mr.Madhatterz
- Posts: 2
- Joined: Fri Apr 25, 2014 4:56 pm
Good points
. So trying to stick more to the freedom of choice, let's say if you run away it does nothing because of course running away can be a tactical choice and maybe ignore respect through healing because of limited medics?. As a way of earning respect have it so that they just gain it simply by being in close proximity during combat because if sticking to freedom of choice this is kind of the only way i can see it working. However when they introduce being captured etc you could say you gain a larger amount of respect by rescuing someone from imprisonment or a little bit extra than normal battles if you kill a bandit who was just about to down one of your team?
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