There are three basic monster combat AIs in Clan Lord:
- Straight Attack, like bolok cougars. These monsters hone straight in on players.
- Circle Attack, like ferals. These monsters disengage and try to flank players.
- Flee, like starbucks. These monsters avoid players, but defend themselves if they become cornered.
- Guardians: monsters would guard a specific area, like an exit, and chase away intruders
- Retreat: monsters would fall back when injured and regroup at a location
- Patient: monsters that would conserve balance and not swing out unless it thought that it could kill a player
- Gang-up: also known as the surround-and-pound, multiple monsters would focus on one specific player
- Flanking: a group of monsters would circle around and try to cut off the player's escape route
That would for sure add a great deal to the game and I can only hope that some of these ideas end up on the islands of Lok Groton. If I recall properly the retreat kind of idea was used in Arindal (and was at time a bit annoying, having to run after nearly every critters to finish them is not really fun) so I guess that one is probably the "easiest" to implement.
ReplyDeleteAbout the guardians, we may already have something like that. I remember some noids behaving that way during a special event (I believe they were used in DTN), so maybe not too much work to be done there either.
Different AI is always good anyway. And I'm wondering if monsters could not actually change AI in some conditions. And definitively, seeing some sort of cooperation between monsters would be an incredible feature.
Best of luck working on that, it sounds really like a big challenge but with a very nice reward…
Patient: monsters that would conserve balance and not swing out unless it thought that it could kill a player.
ReplyDeleteerr...making it harder for any one to hit also...
Gang-up: also known as the surround-and-pound, multiple monsters would focus on one specific player
the current AI does this any way(not really, but it happens to work like that).
Flanking: a group of monsters would circle around and try to cut off the player's escape route
making resqs imposeable YAY.
Guardians: monsters would guard a specific area, like an exit, and chase away intruders
thats i would like to see.
Retreat: monsters would fall back when injured and regroup at a location
may end up pissing off afew peps but would add more RP to the game.
I remember some noids behaving that way during a special event (I believe they were used in DTN)
ReplyDeleteIt was this event that gave me the idea. Sometimes good ideas spring from horsing around!
making resqs imposeable YAY.
ReplyDeleteI have no interest in making Clan Lord easier.
thats survivable part of clanlord i was talking about...so no interest in balance?
ReplyDeleteBalance is also making things challenging Magnic…
ReplyDeleteTo give my own point of view on your criticism:
* Making monster harder to hit: I don't really see that as unbalanced… Adding challenge, sure. While timing swings may help with some critters already now, this is far from being overwhelming. This would add more importance to it and I think it is a good thing. Very few critters actually swing out anyway…
* Gang-up: I can only think of some critters specifically attacking low health and maybe healers/mystics. I believe Yappy wants to extend that notion to different criteria (I might be wrong there, I'm not him…
* Flanking: Unless there are hundreds of them, it will just require more clicking skills and better coordination between players. Challenging for sure. I don't see that making rescues impossible. There are also critters that while not doing that exactly seem to behave a bit like that