Actually, waypoints are very simple to use. Think of when you use the AB, hologram. You simply point in the direction they will go, and they will go there. This means you have to make multiple waypoints if you want them to get there in a certain pattern. Its not like you set a waypoint and you expect them to navigate it in any way they can, especially if there is alot of obstacles in the way.
i know. i was stating that the common not very savvy person might not know how to use them.
I don’t see how. It just requires the user to have a little bit of common sense. I did’nt know how to use everything in forge when I first started using it. But over time, I learned how and I love using it.
I really like this idea:
-It would’nt be any harder then learning forge for the first time
-You can get very creative with AI
-The engine could handle this easy with a reasonable limit
-Custom games needs this, Starting or finding a custom lobby is the difficult part along with finding people to play
-Needs to be number 1# goal for title update
The only question is how many squads the map itself can handle though. I’m guessing maybe around 40 AI units on the field at once, same as Reach.
in my opinion would be better of regeneration points for bots as a grunt elite hunters and others like gunfire, but in forge
if not in reach love this to be in halo 4
I support this. SPREAD THE WORD.
It would certainly be interesting to send multiple AI teaams of different races to engage one another on a map. It would certainly make gametypes and machinima very interesting.
Yes I would love to see Spartans and Elites AI in INVASION. I’m guessing that the Elites would be classed based obviously and the Spartans randomized armor, basic noble team AI code with objective setting.
343 Im to understand you have people that listen to the forums, this is a must have, I’m aware that Reach’s replayability is in it’s custom content but when it comes to those without gold live or simply want to play a custom games but no one is online or wants to play I personally believe this is the answer.
It would be cool, but it would need to be simplified for it to be on the disc or it would take up too much disc space.
It would not be as difficult as you may think. If you look at it from the right perspective, then you will find that Firefight is pretty much the exact equivellent, minus the fact that they are even aware of the player’s presence on the battlefield. It had spawn points whether it be dropped off via drop pod, phantom, or just simply materialized. Programming it into the forge mode might take a bit of effort, but would not take up any more space to add the options.
Also, btw, the Spartans in the forge mode may only look like the typical Spartan IIs, but they act very similar to the enemy elites encounter, with a different set of animations of course. I would’nt make them look like the various Spartans or it may be too complicated to program them in.
> Actually, waypoints are very simple to use. Think of when you use the AB, hologram. You simply point in the direction they will go, and they will go there. This means you have to make multiple waypoints if you want them to get there in a certain pattern.
Waypoint graphs are extremely inefficient. Pathing meshes are a much better and simpler solution. Both approaches would require that they give us access to some form of 3D editor, so if 343 chooses to do that, they may as well give us the reliable approach (that they already use for enemy AI) and let us make pathing meshes.
Of course, we will then need to be able to place markers in the scenery, so that the AI knows what counts as cover and what doesn’t. Slotted objects, in particular, will be a problem; the AI may think it’s hiding behind a solid wall, unaware that there are several holes in that wall through which a player could shoot it. But Bungie – like virtually every game company ever – already has such markers, which they use in their Campaign and Firefight maps.
…Meaning that there is really only one final problem: the AI themselves.
Emile snipes at Banshees with a shotgun. Kat drives into the player and splatters them, or drives the player off of cliffs, or fires power weapons directly into the player’s rear end. Jun puts more rounds in players’ skulls than enemies’ skulls, especially on Legendary or when assassinations are happening. Jorge only works fine because he’s too slow to screw anything up. Carter’s aim is terrible. Marines are utterly-incompetent and their bones are made of glass. And all of these, somehow, are “improvements” over Halo 3’s engine.
Those are the AI we would have to work with. Somehow, I don’t think it will be very easy to Forge for them.
Of course, I will be very happy if 343 manages to create competent AI for Halo 4, and I will be very happy if that AI remains competent even in a Forged setting – while also being alterable and controllable by Forgers.
I got halfway through your post and came up with an idea. Create a maze-like map, turn on Special FX to make the game almost pitch black, and spawn a bunch of covenant with very low line of sight in it. Call it Labrynth.
If I can come up with a gametype in a matter of minutes using these tools, imagine what the entire community could create for years to come.
I, vote yes.
Right now the idea kinda banks on two things:The AI being considerably smarter to avoid betrayals and finding cover, and 343’s ability to program it in.
i love the idea and hope 343 includes it in halo 4
this is a good idea
Yes, I want it all.
> Right now the idea kinda banks on two things:The AI being considerably smarter to avoid betrayals and finding cover, and 343’s ability to program it in.
It shouldn’t be hard to program it in, being that I’ve seen an ammo box get knocked to another part of my location in campaign and a grunt was still able to interact with the box by climbing on top of it given that it changed locations.