Raiders use their brains?

Started by mr_waffle_eyes, January 03, 2015, 01:43:02 PM

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mr_waffle_eyes

I found raiders are simple (mostly) to take down with enough LMGs and turrets in a bottle neck. O fcourse all these turrets cost a bomb to power so i use geo thermal stations allover the map runnign back to the base via wires with multpile routes to ensure power through freak lighting hits or boom rats. The thing is the power stations are outside of my walls yet the raiders run right pass them.

I would like it... well not like it but i kinda feel that the raiders shout have a priority in what they go for, i.e if there is a power station between there landing zone and the base maybe they would detour to it to pay a visit, or maybe attack through the entrance with no turrets rather than to instant demise.

Just a thought from a humble fan who, in reality, has no clue if this is easy or hard to code or even possible.

Kepp up the great work and loving the game so far =D!

Scotty

This is kind of what mechs do. They will seek out any turrets before going after colonists.
However in my case i had one or 2 just trawl though my base for a turret at the other side...ignoring my colonists

SuperCaffeineDude

It'd be sweet to have power stations marked as low priority enemies.

Mihsan

Quote from: SuperCaffeineDude on January 03, 2015, 06:00:06 PM
It'd be sweet to have power stations marked as low priority enemies.

Too rough solution. I do not believe, that rough solutions can fix situation at such level.

I would like to see enemies, capable of strategic actions. I want them not just rush into single open spot, but to analyze my base and take actions based on this analysis. Could be nice to see features like:
1) Lay explosives on undefended walls to breach them
2) Attacking from multiple sides
3) Cutting power flow (cut wires)
4) Tactical groups (group of snipers, incendiaries, demolition squad, MG team, assault team) - all used not at once
5) Spread out, tactical retreat, siege (real one with total encirclement of my base)
6) Do not attack if my defense is impenetrable (like mountain bunker with single entrance)

Also mechanoids (even if they attack as one wave) should move centipedes and scythers at least in one line (better if centipedes are threated as tanks and scythers as infantry, that work with tank).

P.S.: I want to think that pirates and even tribals are smart and motivated people and they want to capture my colony with all nice things like power plants.
Pain, agony and mechanoids.

SuperCaffeineDude

#4
Perhaps what I'm more suggesting is having their weapon/role influence target priority within their range, with power supplies being one such target. If there's bugger all to shoot at save a generator, well everyone shoot the generator.

In terms of keeping units together, maybe tie all units to its slowest unit, and similar to the crashed spaceship give them an area in which they may wonder around.

Also, to combat bottle necking, generating some kind of invisible No Man's Land zone might work well. Each enemy corpse, KO and retreat would cause a 5x5 No Man's Land zone to be generated, this zone would be treated as if impassable come the next attack. Then the AI can then treat your base a locked off and seek to knock through a wall, or wait indefinitely, instead. A way of having the AI learn through mistakes.



Idk though, just suggesting how the AI might go about figuring out what it wants to do.