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Artificial Intelligence

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Configurable AI

Explanation:

The AI should be configurable, so that people can tweak them to their own individual tastes - knock out susceptability, hearing, strength, etc.

Points to bear in mind:

Good PointAllow people to tweak the game to their own tastes, which is good.

Point to bear in mindSome people may be intimidated by all the possible options, so probably better if the tweak screens were not directly accessible, so that people could ignore them if they wished.

Good PointYou WILL be able to configure AI in two ways! GARENTEED! Ok I overstated that a little, 1 way garenteed and possably another way too. (1) Level Difficulity - This is self explained and is garenteed. (2)Level Editing - In Unreal Tournament, when you place an AI (also know as a 'creature') you can configure how it acts. You can also control which spots of the map the AI will 'fear' and spots in the map it will prefere. In the new built of the Unreal (warfare) engine, expect better control than in UT. It may not be what we want, but at least it will be something. NOTE-1: People intimated by the options when level editing shouldnt (and wouldnt) be makeing Fan Missions. NOTE-2: See "AI EMOTIONS" these could be easily configurable.

Date Last Update: 12/6/1981

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Current Rating: 2.57Number Of Votes: 14

Against Unfair Homing AI
AI Aware of Projectiles
AI Can Jump and Climb Ladders
AI can use Inventory Items
AI Emotions
AI Personalities
AI should be completely different from T1/T2
AI should Panic
AI Should react to their environment and player
AI to Use choke points
AIs not to Fall Over if Blackjacked when Asleep
AIs Noticing Anomalies
AIs to Perform More Mundane Tasks
Alerted Guards Secure Treasure
Appropiate Death Motions
Better Fleeing
Capture rather than Kill
Changing of the Guard
Configurable AI
Constant Difficulty To Attack
Deafened By Ambient Sounds
Die From Blood Loss
Different Levels of Sleepiness
Differentiate between Death/KO
Discovery by guards to be scary.
Disguised Guards
Dynamic Pathfinding around Objects
Fluid Alert Levels, not Discrete
Give Guards a Plan
Guard Diversity - Fat/Thin Guards
Guards Biding Their Time
Guards having More than one Weapon
Guards Noticing Reduced Numbers
Guards Release Weapons/Items when Dead
Guards should be fewer and stronger
Guards should have Swords Sheathed
Guards Should Never Forget Seeing a Thief
Guards Should not Automatically Suspect a Thief
Guards Who Wait Until Backup
Intelligent Pursuing
KO''s wearing off
Lantern/Torch Guards
Less Idiotic Guards
Locational Damage for AIs
Locked Doors are Locked for AIs
Make AIs Turn Around and Shut Doors
More AI Communication
Neutral''s Interaction
Potentially Hostile Non-Guards
Random NPC Creator
Randomised Patrols
Refined Searching Motions
Remove Unbased Threats
Scarable Guards
Spontaneous Combustion
Undead Should Not Drown