Scout Archive
Thread: Lairs and Immersion
I posted this on the Discussion board, and then realised it has a definate scout aspect to it. So I thought I'd repost it here for discussion.
The original thread can be found here: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=266401
This is my opinion only, of course.
As things stand right now, creatures/npcs in the wilderness only spawn in groups. These groups are contained within a very small radius. Most of the time, there is a lair associated with the group, but sometimes no lair will spawn. Still, the NPCs still behave as if there is a lair and a containing radius. This radius seems to be where the AI is focused. While critters will chase people outside of this radius, they do not exhibit normal behavior that would take them beyond it.
So whats the problem with this? This system essentially creates encounters, rather than a functioning ecology (virtual). Predators do not hunt prey, unless they spawn on top of each other. There are no herd animals, roaming the plains. Birds and flying insects do not soar across the landscape. Instead, these creatures act as caged animals. Continuously probing their boundaries, but never crossing them.
I saw the old video from E3 2002 posted on the boards. One of the things they demonstrated was Kaduu's on Naboo drinking from water (also a Peku flew overhead and off the screen). This is type of behavior stimulates our imagination and creates a very immersive experience. As it is, you simply choose the encounter you want, and avoid the ones you don't.
The Stalking code is an example of what I'm talking about. This code creates a very believable behavioral response. Unfortunately, it's one of the very few examples available (babies following mothers is another).
I'm not suggesting that lairs be done away with. Instead, I suggest that lairs (and spawn points) not be the only mitigating factor when placing creatures in the environment. We need patroling mobs. Scout types as seen in other games, that alert their fellow creatures of intruders. Animals that can be found grazing grass on the plains of naboo and then run of together in a herd as a predator approaches.
As it is, my scout simply keeps the overhead map up and avoids the spawn "clusters" that he find unfavorable. He never worries that a wandering Rancor, hungry for some of the Mountain Dewbacks that my scout may be hunting, may happen upon him and decide to eat him.
In the old E3 Video, the Bothan character crests ahill and sees a couple of AT-ATs walking along a valley. These AT-ATs don't seem to have anything to do with him. Instead, they are simply imperials following some unknown set of orders. If that Bothan was a rebel, the sight would have sent him immediately into hiding, shivering from fear.
Lets work on that AI some more, eh? These are my thoughts, and as such are subject to mis-interpretation.
>>> As it is, my scout simply keeps the overhead map up
I've seen someone else say they do this. Why? You can see more with the radar set at 128m than you can with the overhead map.
Also, back in beta, there were a lot of creatures with 'scout' tagged onto their names.. I haven't seen any at all since I started playing, has anyone else? The scouts used to explore around the lairs and run back for help if annoyed. Or something.
Droop,
You get a couple, and lotof the Rebs have scout in there name.
Well, at lot FEWER Rebs have scout in the names after they see me. ![]()
B