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STRANGER Because I'm totally not ripping off Stalker
WIP
Play as mercenaries in tracking down the source of an infection in the center of a violent civil war.WIP
The Land is a location in a country torn by civil war over 20 years. Tensions coiled up over the years have finally sprung, releasing a new decade of civil war.
An infection is spreading through the land, and you are sent in to discover it's origins..
Core Features:
-All guns have accuracy based on range
-Sound System
-Faction AI
-*hopefully* interesting storyline
-Immersion Terrain
-Many other features I don't want to confirm because they're in limbo
There are many different types of weapons. Ranging in accuracy, damage, burst, clip size, reload, and other factors. In fact, I currently have 32 different weapon sounds in map.
Faction AI is hard to explain. I used this to explain it a few days ago.
AI prioritizes objectives based on how often they're attacked.
the higher the priority, the more troops needed.
The more troops (quality, actually) currently on the objective of defending that town makes the town a lower priority.
A town that is easier to attack (due to low troops and not being attacked) is regarded as a high target for another hostile faction, and thus encouraging them to take control.
There are also different objectives the AI can patrol/protect. Checkpoints, random points in the terrain (preset before map, but offset randomly by a slight amount ingame). AI can patrol or guard.
If an AI has no use for a group, it will often be sent to one of the 'big towns'. 'Big Towns' are areas where the AI can not afford to lose, and thus will put every extra man there.
An AI sends troops to defend priorities based on the units location, quality, current mission, ect. The less useful a troop is compared to how useful the prioritize is how the AI chooses what units to use.
The AI can even reach out to help another town/checkpoint if it's close enough (mostly via patrol, units will not move far to help another)
Combat AI is something I haven't worked on yet. I plan on making it very basic, and adding some light strategies.
Current plan is to make retreat patterns, aggressive movements.
When the AI takes damage/fires it's weapon, it enters a battle state. When it's in a battle state, it considers several variables to decide either or not it's winning.
Depending on the group factors and traits, the group will eventually retreat if the objective isn't important. It may retreat out just a few dozen meters, or may head to the nearest 'friendly' area.
Aggresive movements is when the AI decides to sprint forward to make better use of their weapons, or to finish the fight. This requires a high confidence in the AI and training.
Most of the time, the AI will stay around the same area (might retreat a bit further back if taking damage and has a ranged weapon).
if I have time, I plan on advancing it so AI can use special weapons (grenades, motors, ect) however I don't really plan on this part.
the higher the priority, the more troops needed.
The more troops (quality, actually) currently on the objective of defending that town makes the town a lower priority.
A town that is easier to attack (due to low troops and not being attacked) is regarded as a high target for another hostile faction, and thus encouraging them to take control.
There are also different objectives the AI can patrol/protect. Checkpoints, random points in the terrain (preset before map, but offset randomly by a slight amount ingame). AI can patrol or guard.
If an AI has no use for a group, it will often be sent to one of the 'big towns'. 'Big Towns' are areas where the AI can not afford to lose, and thus will put every extra man there.
An AI sends troops to defend priorities based on the units location, quality, current mission, ect. The less useful a troop is compared to how useful the prioritize is how the AI chooses what units to use.
The AI can even reach out to help another town/checkpoint if it's close enough (mostly via patrol, units will not move far to help another)
Combat AI is something I haven't worked on yet. I plan on making it very basic, and adding some light strategies.
Current plan is to make retreat patterns, aggressive movements.
When the AI takes damage/fires it's weapon, it enters a battle state. When it's in a battle state, it considers several variables to decide either or not it's winning.
Depending on the group factors and traits, the group will eventually retreat if the objective isn't important. It may retreat out just a few dozen meters, or may head to the nearest 'friendly' area.
Aggresive movements is when the AI decides to sprint forward to make better use of their weapons, or to finish the fight. This requires a high confidence in the AI and training.
Most of the time, the AI will stay around the same area (might retreat a bit further back if taking damage and has a ranged weapon).
if I have time, I plan on advancing it so AI can use special weapons (grenades, motors, ect) however I don't really plan on this part.
Shelter - The Shelter is a collection of refugees from all over the world. Due to threats from the land, they have turned more hostile to threats.
Attitude: High Defense
Training: Low - Medium
Armament: Low to Medium quality (close range rifles, mortars/machine guns)
TR Incorporated - Technology Relates Incorporated is a massive complex of consumer and military goods. It is the remaining consumer super-power. To remove consumer threats, they are extremely hostile for any source of income. They have been eyeing the land for it’s high underwater reserves. In the past 5 years, TR Inc has been spending more money on it’s security forces in the area.
Attitude: Moderate offensive, highly defensive
Training: Moderate
Armament: Low (close range rifles)
Military - The military is what is left of the countries defense. They regularly patrol the area, remaining highly hostile. The military does not clear the land out for several reasons. 1: It gives new trainees battle experience 2: It gives the military strong income.
The military has no bases in the land, however regularly patrol. They often attack checkpoints, and range from highly trained to moderate trained. They are very aggressive and often have mortar support
Attitude: Highly Offensive
Training: Moderate - High
Armament: High (high quality weapons, high quality armor, mortars)
Foundation - A break off of the Shelter, due to conflicting ideas on varying subjects. They have since declared war on the shelter, and use the land as their main launch point against them. They are highly aggressive and well trained.
Attitude: Moderate Offensive, small defensive
Training: Moderate
Armament: Low - Medium (close range rifles, mortars/machine guns)
Insurgency -The remnants of the most successful and well trained insurgency, known as the Klac, was able to starve off 3 different invasions from super powers. They caused 2 revolutions in their own country, and 3 in neighboring countries. They have since lost many of their numbers due to a strange infection. They are highly diplomatic and prefer having allies.
Attitude: Highly aggressive, low defense (low numbers, often passive)
Training: Extremely High
Armament: High (close range rifles, long range rifles, mortars, long range rifles)
Infected - A strange disease has caused the infected to become zombified. Many believe this is the work of the military against the insurgency. The Infected are drawn to an abandoned sewage treatment facility for unknown reasons. There is no effort against the infected, with troops often fleeing upon sight.
Infected have an uncanny ability to fall down before they are actually dead. This allows blood to clog up unnaturally fast, causing most bullet wounds not to be life threatening. Because of this, the infected will often rise again a minute later.
Attitude: None
Training: Irrelevant
Armament: None (while they often lug their equipment around, they are melee)
Wild Life - Wildlife, consisting of mainly predators. They are found in the woods, preying on anything that passes through. The dominate life form are wolves who have survived the winter freezing and summer heat.
Attitude: Highly aggressive (will retreat when taken slight damage)
Training: Low (during night they are camouflaged)
Armament: None (melee)
Mercenaries (players) - Mercenaries. Guns for hire. You were bought for information regarding the infection, media in the civilized world is craving it. Killing for it. The plan was to transport you in by jeep and meet will a village elder who was believed to know the original infection location. However, the land erupted in war nearly overnight. Bridges were destroyed, forcing the mercenaries to go in by land…
Attitude: Loner
Training: Mixed
Armament: Low (close range rifle)