> 2533274795123910;6:
> AI certainly hasn’t been a top priority for Halo, for most game infact, for a long time.
>
> If I recall, the Halo 5 AI team was 9 people, and I lost count of the graphics people at 30.
> Now of course, larger teams doesn’t necessarily mean better things, especially considering AI and Art being two completely different fields.
> However, in this instance, I do feel like the graphics part can be toned down, and the AI side, widened.
>
> No matter how fancy they make the graphics, no matter how good the engine is for graphics, that visual part is quickly going to be normalised, while the gameplay underneath all of that is what sticks.
I’ve read more about the colour of the Chief’s suit in the last reveal than gameplay.
> 2533274870884222;7:
> Friendly AI is a tricky thing to get right. You want them to be helpful to the player, but not so competent that they play the game for you. Despite its fantastic adverserial AI, the friendly AI has never been Halo’s strongsuit. Furthermore, games that get friendly AI right are often built around very strict game design rules such as the fantastic Republic Commando. Your squad in that game is pretty useful, but only because the entire game is built around squad combat: from the environment all the way to the enemy designs.
>
> In this regard, Republic Command is similar to F.E.A.R: the game is designed in a way that makes the AI look far smarter than it actually is. Halo games have a far more expansive sandbox and thus making tight squad AI is tricky since there so many variables at play: vehicles, divergent weapon types, physics shananigans etc. Mind you, I’m not trying to white knight for 343 here: the squad AI for Halo 5 could definately been better implemented and there is a ton of room for improvement for when (or if) 343 decide to go for a similar approach for Halo:Infinite.
>
> Personally. I’d much rather have Infinite follow the approach of the older Halo games (sans Reach, obv): just the Chief and a motley (and highly expendable) crew of marines/ODSTs. Have Blue Team/Fireteam Osiris delegated to cutscenes as backup in the occassional mission (like the Arbiter or sgt. Johnson).
If the Chief is to have any support it might be a good idea to be in an arrow formation with the big guy at the front with support never allowed to get in the firing line unless ordered, be it team mates, ODST , marines and or indestructible guests. Level design will be for single player, but the AI will always be ever so slightly to the side and behind you, giving the player the illusion of a team if they’re an essential part of the story-line at the time.
As for AI aiming imagine a large invisible archery board thing centered around your aim. In the center is 100% and the furthest from center is 20%. AI are not allowed to hit anything in the center, if there are other enemies on the screen, but they can hit anything in the 80-40% zone. This makes AI targeting vaguely based on your aim unless given a target or sent somewhere thereby eliminating the odd random targeting that AI seem to do. The main aim is to assist the player but they won’t play the game for you. It’s all about the illusion of a team.
> 2533274795123910;8:
> > 2533274870884222;7:
> > Friendly AI is a tricky thing to get right. You want them to be helpful to the player, but not so competent that they play the game for you.
>
> Something just struck me.
> What if, in most encounters where an AI companion kills an enemy, there’d be a respawn, or refresh wave of sorts.
> Say you have twenty enemies to take out, and the AI manage to take out 6 or 7 of them. In a ten second timer, as many enemies the AI killed, a refreshment wave, which makes sense in some form, is delivered to the encounter, in a gameplay logical sense.
> Restrictions would have to be implemented of course, if there are say 4 enemies left then that few wouldn’t be refreshed if the AI kills them, among other things.
>
> This way, the player couldn’t rely on the friendlies to play the game, as any AI they do kill is re-instated into the encounter in some manner.
> That’d then in its own way contribute somewhat to the larger scale of things during encounters, atleast where it’d make sense for new troops to get there.
I’ve only ever played MWarfare 4, I think, once, and experienced the power of respawns, and I’ve never played a MW game since because of it. There should never be respawns of any kind in a Halo campaign. I do get where you’re coming from though, but I must agree with NINJAinTIGHTS1. Yeah imagine a flood level :-(.
> 2533274870884222;9:
> > 2533274795123910;8:
> > > 2533274870884222;7:
> > > Friendly AI is a tricky thing to get right. You want them to be helpful to the player, but not so competent that they play the game for you.
> >
> > Something just struck me.
> > What if, in most encounters where an AI companion kills an enemy, there’d be a respawn, or refresh wave of sorts.
> > Say you have twenty enemies to take out, and the AI manage to take out 6 or 7 of them. In a ten second timer, as many enemies the AI killed, a refreshment wave, which makes sense in some form, is delivered to the encounter, in a gameplay logical sense.
> > Restrictions would have to be implemented of course, if there are say 4 enemies left then that few wouldn’t be refreshed if the AI kills them, among other things.
> >
> > This way, the player couldn’t rely on the friendlies to play the game, as any AI they do kill is re-instated into the encounter in some manner.
> > That’d then in its own way contribute somewhat to the larger scale of things during encounters, atleast where it’d make sense for new troops to get there.
>
> So you die, because the encounter designer couldn’t predict that you would be out of ammo at this exact moment due to the random variable of AI teammates triggering the respawn system. You could go around this by making sure reinformcements only include low level enemy types, but then what would be the point? KIlling fodder wouldn’t improve the combat encounter, just make it tidious. Also imagine the horror of designing Flood encounters with this reinforcement system in place?
>
> No, I think the only way to make a Halo game where your squad is anything more than “somewhat helpful” is to make it a squad based spin-off tailored around this type of gameplay. It could be, for example, a game where you play as a squad of Spartan 3 Headhunters behind enemy lines with limited resources. Squad AI in Halo:Infinite could be imrpoved over Halo 5, but it wouldn’t be immersively competent.
I do agree with the spin off team based games but make them as short as possible to help keep the teams at 343 motivated. I’m not talking about another series of Spartan Ops!!
Yes the main thread should be a mainly single player title, and in the years in between those big games could be team based or character development titles. Those games could give 343 a chance to get feedback from new and old fans before piling all resources into the main title incorporating feedback from the spin-off game(s).
Halo 4> Halo:Osiris. Short intro game to Locke and the rest of Osiris and the new squad based AI. Feedback > Halo:Break Down < lame title. Blue Team with Chief starting to get PTSD/hearing voices. >Fine tune/change squad AI and other bits and bobs from feedback which leads to Halo 5. Feedback > Tune AI /character developmental game(s). Cliff hanger > Feedback > Halo Infinite…
Anyway, whatever happens during and after Infinite I hope, if possible, 343 make smaller side games to at least try out new AI teams, and develop characters and story in game before they hit the big titles.