1 (edited by Mr. Wookiee 2007-06-27 16:17:05)

Topic: AI noncombatant traffic

I know having indegenous forces or civilians has already been discussed atleast once, but I had a new Idea. Non-player Air (or possibly ground) traffic, where appropriate, would add a lot to the immersion of FS. I know one of the tatooine maps on GC had T-16s flying over the battle, and that other mods have done some similar things, but this could be expanded from just having airspeeders flying in random circles through cloud city. AI controlled Airbuses could fly predetermined routes through the city, landing at several stations and stopping for a few seconds to let players on and off. This could add a new tactical element to gameplay, because instead of having players just randomly flying their airbuses whereever they wish and getting off without resistance, they would be forced to enter and exit at set points. The stations would, in a way, become  control points, even if no flag is present. Each team would want to hold onto stations to allow their forces on, and keep the other teams forces from getting off, especially if the buses flew to an otherwise inaccessable area. This doesnt just have to be for cloud city or airbuses. It could be used in other ways for other maps aswell, such as on hover trains, hover taxies, or possibly even a small space transport allowing passage between space stations.

Re: AI noncombatant traffic

The question is whether you can destroy them. If they are invinsible, then this could work.  Still, the occupants would be demolished by grenades and stranded over nothing (no parachutes). Also, I'm still not sure about being in a vehicle while it moves, I think that kills you instantaneously

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Re: AI noncombatant traffic

no I'm pretty sure the devs found a way to code it so that It doesn't hurt you... I like the idea and agree that it would add immersion but I'm not sure if it's a possibility.

4 (edited by Mr. Wookiee 2007-06-27 18:05:14)

Re: AI noncombatant traffic

Well it is certainly possible to have Air traffic because many mods have already proven it. but the extent of control the devs have over what they can make it do, Im not sure. I know one mod had a non-player driven aircraft that flew around a map in an oval. Players could spawn in it and parachute to the ground. A hover train could be made to drive along such a path, but I don't know if it could be coded to stop to allow its passengers off. It could move slowly enough for people to hop on and off while in motion but get people to their destinations in a good amount of time.

5 (edited by halo07guy 2007-06-27 19:34:53)

Re: AI noncombatant traffic

http://battlefield2.filefront.com/screenshots/File/34678/2Oh its possible. All you would have to do is use part of the titan code from 2142. Still, for my coruscant map idea, this would be a great addition. But why not make air traffic something of a threat. I don't mean with guns, but with speed and the routes. I mean that if you want to perform a strafing run on Cloud City, why not make it so that when you do it, you risk getting blind sided from a passing speeder. And airbuses would have to be indestructable so that you don't campers with rocket launchers....well....camping the drop points. Would make for an excellent map too. If these are your only way to a place or the main part of a map like GC Cloud City, then you would have to have a squad of soldiers go first to secure the area so that more squads can come in. Would also be useful for huge maps. I'm pretty sure this can be implemented into the game. A samurai mod for 1942 did something similar. Hopefully the image thing works. If you don't see, there are gondolas suspended on ropes connected to 3 or 4 towers. The gondolas were the only way up a steep hill and move fairly fast. They count as vehicles, but cannot be destroyed. They move automatically and are more like props you can sit on rather then vehicles. They moved slow enough so you don't take damage if it hits you and you can stand up and not fall out, but fast enough so that it takes only about 30 seconds to go up or down the hill. Each one is large enough to hold about 4 or 5 people in it, though there are two pairs of connected gondolas. You could do something similar for your mod like 3 hover trains going in a circuit or shuttles constantly landing at one space station and and taking you to another. The problem is, shuttles and trains would have to stop long enough for a sizable amount of people to get on.

6 (edited by Mr. Wookiee 2007-06-27 19:31:41)

Re: AI noncombatant traffic

Here, I posted it for you.
http://screenshots.filesnetwork.com/21/files2/34678_2.jpg

Re: AI noncombatant traffic

Yes, thats what I meant. I bet you could do the same thing. You would just have to make the rope invisible. I was thinking of this though for shuttles: You have several shuttles, lets say 5, going in a circuit between stations. The hangar would be shaped like a U. A shuttle would come in from the left tip, turn, and land by the right tip and stay there untill another shuttle enters the left tip.Then it leaves and flys to the other hangar and does the same thing. To lengthen the time the shuttles stay there, you can do 2 things: 1. Use fewer shuttles. Or 2. More distance between the stations.

I suppose you could make the hanger shaped like an I and do pretty much the same thing there. Problem is, FS would have to make alot of scripting to do this. For hover trains, it might actually be easier to do what the mod Western War did. Just make the train player controlled and try to make whatever guides it non-physical. Last thing we need is some dang impersonater walking on air because of an invisible rail or object. Or some chat spammer saying hes dang because of it. That and we don't wont randomly exploding TIEs now, do we?? Or rockets exploding for no reason. Course, this would lead to clans trying to"tip the train" and all kinds of fighter exploits.