Refined Searching Motions
Explanation:
AIs should have refined searching motions, so that they can look under tables, feel around walls in the dark. They also should not scan the same place over and over again.
Points to bear in mind:
I think you mean "new searching actions". In this mannor, I agree. If the AI "line-of-sight" is calculated physically(like invisble "rays" coming out of AI eyes; blocked by physical objects) then the need to search under tables and behind objects is a MUST or it is too easy. EX: The AI cant see through a table so he must bend down or step far back to see underneath. Although, using such a system, AI that is looking forward might not notice Garret at their feet.
If line of sight is calculated by radius or view distance, then this feature will be harder to implament since it can 'sense' anything in front of its view within a near distance. This method is very much like the first 2 games and unfortunately is very noticable in Unreal Toournament.
In the end, it comes down to how the final T3 engine works (modified from Unreal Warfare engine). I do very much hope thay consider these points while makeing the game.
Date Last Update: 12/6/1981
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