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Artificial Intelligence

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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:

Point to bear in mindI 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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Current Rating: 4.28Number Of Votes: 9

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