Mod Suggestion: AI's
#1
Posted 09 January 2013 - 09:06 PM
I propose that ai's be integrated into the mod so they could possibly do the following things:
* are for notes
- improve ship targeting systems
- decrease time needed to take over enemy ships *
- increase covenant ships weapons
- increase speed of ship slip-space capabilities
- ship's ai is upgrade able( see first note to find out why)
- if a lesser ai is on board of a ship that was taken over, the captured ai's abilities can be integrated with the victor's
- covenant and unsc ai's have certain abilities
- covenant ai's are not as advanced in the books, so they are more costly to upgrade in game
- ai's on planets increase production and construction speeds
- one ship cannot have more than 1 ai ( because it would be really cheap for a player to spam ai's on a ship)
- more advanced of a ship the more expensive it is to buy and upgrade the ai
- ai's are transferable to certain ships **
- ai's die after awhile ***
- there will be different types of ai's for different classes of ships ****
* now of course not every ai is created equal so, when taking over a ship if the target ship's ai is stronger the ai you attack with. will not give you the decrease in time. Also if you attack a ship with an ai on board then the time it takes to take over the ship will also increase.
** so you have like a cheaper capital ship ( so that means that ai's can be upgrade cheaper and you upgrade that ship's ai to the max and then with it awesome abilities you transfer it to the best ship in your fleet. What i just said should not happen. for the obvious reasons. but i propose that the ai's be transferable the the same class of ships, so like frigate to frigate, cruiser to cruiser
*** in the books ai's go rampant why not in the game, when ai goes rampant the ship is temporarily disabled
**** ships used for battle will have ai's with up gradable tactical abilities, carrier ai's give them up gradable defenses and maneuverability, in halo:glasslands the ai black box aka BB, was primarily used for espionage and sabotage. So ai can be upgraded to do just that.
Now the ai can be integrated two ways as there own unit that can be transported from ship to ship, or in the ship's ability page.
Now i wasn't totally sure if this was already in progress of being integrated, but i thought that i would just give my two bits
new_ray
#2
Posted 09 January 2013 - 09:10 PM
#3
Posted 09 January 2013 - 09:16 PM
#4
Posted 09 January 2013 - 09:17 PM
ya i know, but thats just one ship. I am taking about a mod wide(for capitals and planets) ai integration. In the unsc ai's were one of the reasons they didnt get there butts kicked earlier.
trust me when i say that 15% weapon cooldown can do a lot of damage to the enemy, but i think the ability should do more since smart AIs did do a lot of stuff on a ship
#5
Posted 09 January 2013 - 09:34 PM
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#6
Posted 09 January 2013 - 09:35 PM
Most of what the OP would like isn't possible in Sins' engine. Very sorry. We'd do more with AI stuff if we could, but we have to balance it out.
could you make the buff do more things? or would this cause extreme redundancy with the other buffs?
#7
Posted 09 January 2013 - 09:39 PM
could you make the buff do more things? or would this cause extreme redundancy with the other buffs?
It might cause some redundancy, but there are also only so many things we can buff, and we need to spread it out across the fleet to make every ship useful. We can't have one ship be overpowered and get spammed, that's counter to our vision for the mod.
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#8
Posted 09 January 2013 - 09:49 PM
It might cause some redundancy, but there are also only so many things we can buff, and we need to spread it out across the fleet to make every ship useful. We can't have one ship be overpowered and get spammed, that's counter to our vision for the mod.
yeah... i would also imagine that a fleet of thanatos destroyers would be, well, OWNED.
#9
Posted 09 January 2013 - 10:37 PM
#10
Posted 09 January 2013 - 11:20 PM
How about give every ship a Smart AI as didn't most ever ship I have read or seen had a Smart AI. That way it would give an advantage to all classes of UNSC ships. Probably be the fifth ability for capital ships and an unused slot on Frigates?
So basically use an ability to buff every ship in a way that we could just make part of their natural stats without the ability? How about this: Assume there is an AI on board every ship. What the Thanatos has is an AI specifically designed to coordinate fire from a total fleet, much in the same way that Cortana has intrusion software that is not standard to every UNSC AI.
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#11
Posted 10 January 2013 - 12:02 AM
#12
Posted 10 January 2013 - 12:31 AM
it would unbalanced the game
Yeah, remember that we ultimately want the UNSC to get murdered in nearly every engagement. Or at least make them Pyrrhic victories.
#13 Guest_Golly_*
Posted 10 January 2013 - 04:52 AM
murdered in nearly every engagement.
Canada, pls ;_;
#14
Posted 10 January 2013 - 09:23 AM
Assume there is an AI on board every ship
what if you had a research line for "Smart AIs" that incresed rate of fire, repair rate, etc.?
- Commander Jbug and JIMBOkye like this
#15
Posted 10 January 2013 - 09:36 AM
Hmmm... that's possible... Thoughts uni or Canada?what if you had a research line for "Smart AIs" that incresed rate of fire, repair rate, etc.?
#define true false //happy debugging suckers!!!!!
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#16 Guest_Golly_*
Posted 10 January 2013 - 09:46 AM
#18
Posted 10 January 2013 - 02:21 PM
I like the idea of more AI related research subjects because the UNSC relies heavily on them for a lot of things.
I know what would work, for the planets anyway. Just make dumb and smart ai's researchable. And then buildable in the planet's civic menu, the ai's would increase production speeds and resource production. You would see the ai's but they would be there, like when you search your planet, you know you have done it but you didnt really see anything. <--- that was just for clarification
The smart ai's would incrase the boost of the dumb ones
#19
Posted 10 January 2013 - 03:48 PM
what if you had a research line for "Smart AIs" that incresed rate of fire, repair rate, etc.?
This is perfect. We need this.
It seems like when someone creates a new fool-proof solution, someone gives birth to a better fool.
#20
Posted 10 January 2013 - 07:21 PM
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