SoyLechuga2117@gmail.com
3/30/19
My Immersive and In-Depth Future of Forge in Halo
Pt. 1
343i, I have some ideas that I think will help people be able to make much bigger, more expansive, and more detailed maps and campaign missions. I’m not exactly sure how feasible all these would realistically be in game but I think these are at least be some pretty cool possible implications for future Halo games. It would be Infinitely awesome if you guys would manage to implement even just some of the features I name into Infinite’s forge but it would be absolutely PERFECT if everything i go over were to be implemented in the future. I will provide a detailed description of the map I would create that incorporates all of the features at the end.
AI in Forge:
1. TEAMS: The very first fundamental thing you have to have to be able to make a fan-made campaign in forge is AI. We should be able to place at least all the most important enemies and allies we would be fighting with or against in the campaign, such as all of the different species of the Covenant, Prometheans, and UNSC marines. Firstly, They should all have the ability to be on all the different teams colored teams that are in the game. That way, you could have some elites fighting on the UNSC’s with you and be shooting other elites on the opposite team (who could be representing the covenant) on someones firefight or campaign level. With the possibility of team changes on all the spawn-able bots in the game, for example, if someone decides to recreate the level “The Covenant” from HALO: 3, they could place some kind of checkpoint that plays a cutscene and changes the flood to the player’s team for the next section of the level.
2. CUSTOMIZATION: The AI themselves should be able to be customized, at least to an extent. for visual customization, you should be able to choose what weapon the bot would be using (limited to what faction they are) and whether or not they are able to use grenades. Also, with the covenant, you should be able to choose what class the elite is, whether the grunt is the orange or red kind, what color the jackal’s shield is, etc… I think their should be two ways you could set their difficulty in game. The first and more in-depth way you can choose their difficulty would be to change it per individual bot. That way, if someone were to make their own campaign, they can have all the normal bots you would fight like elites and grunts set to normal difficulty but have a boss battle at the end of the level where there is a zealot or something who is set to legendary difficulty. Another thing this could be useful for would be for firefight game modes. In the game mode, you would be able to have enemies that get progressively more difficult. The enemies in the first few waves can be set to easy difficulty, then the next few waves they are set to normal difficulty, and so on. The second, more simple way of setting the bot’s difficulty would be to set their difficulty before you load the map like before you start playing a campaign mission. I think it would be better if both of these modes were implemented together though because if someone wanted to have A boos-like enemy at the end of a level or something as I suggested before, having all the enemies including the boss would be set to the same difficulty which would ruin the boss battle. Another thing that would be useful to customize on an enemy would be its field of vision and the amount of time it takes for the bot to identify the enemy. Having these settings customizeable would be useful for someone (like myself) who would want to build a stealth mission in forge and to add another layer to the combat.
3. BEHAVIORS: I think being able to apply skulls and customize the characteristics of the bots would be cool. It would add MUCH MUCH more depth to the combat. Here are a couple of examples of how this feature can be applied to improve bit combat: With the skulls, you can have a group of enemies who have the catch and boom skull on and you can name them the “Grenadier” squad or something and have another group of enemies who only have on the mythic skull. Having to do with the customization of the characteristics of the bots, they don’t have to be too complex. It can be more along the lines of a bar where you just adjust how aggressive the enemy is or something. Another customization option you could have for the behavior of the bot could be presets like “Roam”, “Guard”, and “Scout”. The “Roam”: setting would have the enemy walking passively around an area either in a set path or within a certain radius waiting for the enemy, attacking upon sight (I will go in depth on how these different modes can be set up in game after I explain what they could be able to do). The “Guard” setting would have the bot standing still in one place watching for the enemy an attacking upon sight. The “Scout” setting could have the enemy roaming on a more limited set path with the main objective of finding the enemy and letting the other forces know of the enemy’s presence before the bot itself fires at the enemy. These would be the passive modes which would be taking place when the bot is not being attacked by an enemy. These three modes would each have their own sort of chain of actions the bot can perform. An added customization option for this feature for this option would be if you could prioritize some actions over others to have the more desired action or actions be more likely for the bot to perform. when they spot or don’t spot the enemy. I will go through the different action trees the of different modes the AI’s would have:
—Roam: When the bot spots the enemy the first decision they would have to make would be to point at the enemy for a second to alert everyone in a customizeable radius of the enemy’s presence, or to just start shooting the enemy and rely on the other allies to see the enemy themselves and start shooting at the enemy too. Deviation from vanilla behavior from this point on would depend on what skulls the bot has activated and the level of aggressiveness of the bot. The next actions the bot would have to choose from would be to not stray far from where hey saw the enemy, to push the enemy, or to retreat into prioritiseable buildings chosen through the UI of customizing the bot’s characteristics. The option of whether the bot retreats or pushes could be influenced by the location of the player or what weapon they’re using. For example, if the enemy is on a perch holding a sniper and shooting at an elite, the elite would be more likely to retreat into one of the chosen buildings or areas. If the enemy is hiding behind cover at a similar or lower elevation relative to the bot, the bot will be more likely to push. Some of this doesn’t have to be customizeable, it could just be part of the bot’s code from the moment you spawn it up. Either way, having the AI’s in the forge and campaign be able to do all these things would add a lot of depth to the bot combat.
TO BE CONTINUED . . .
"I think we’re just getting started . . ."
-Master Chief, 2001