Re: Ai through Coop?

I MBACK!!!!!

lol and i love this idead.  AI controled ships...

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Re: Ai through Coop?

ArcAngel227 wrote:

Would you happen to know how many human players can play in a coop game? Because if you could fit in 24, then I'm very surprised this idea hasn't come up already.

Sorry I don't and I doubt too that I am the first to come up with this. If it could be done it would be very good.

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Re: Ai through Coop?

I'm sure I have said this 1,000,000 times AI comes in one form; Bots. Bots ARE players, they work as players in every cocievable way except, they are controled by the server not the client using preprogrammed gaem logic. If you want to make a rancour (which I discuseed with GD ages ago), you would need a rancour kit which EVERYONE could use, can anyone say; n00basaurus rex. Because a bot is like a player who doesn't have a reserved spoton the server when a human player joins a bot is kicked to make room, when a human quits a bot joins to fill the gap.

  Before anyone refers to my quote that a Server can support 255 players, to say it doen't matter if the bots are kicked; how many people suffer lag on a 64 player server? Now consider rather than processing data from 64 clients, the PC has to generate all the data for 255 players by it self. There is no way most servers could stand that. Plus if these AI players were factored into the balancing of a map, If a server decided to play a regular conquest map, the map would become un-balanced.

  It may be possible to tweak the way single player works in some small way, to make ideas like this possible, although I highly doubt it. And if it is possible that is desitined for full release version 10,000 as opposed to the current, internal pre-alpha 2.

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Re: Ai through Coop?

Meh you know me by now, just thinking with my mouth open. But I still wonder if its possible. I meant bots, but for wild animals I was thinking more along the lines of a vehicle. If you had several wild animals/vehicles on a map, that where spawn points until someone spawned in them (like in rise of kobol's fighters) you could make those spawn points open to only people of a certain class (shattered faith says they've figured out class based spawn points). So what if you made your bots only choose a class, say a class called 'bot', and this class was unavailable to others to choose. You could either do that by if possible making that class choice not appear on the selection screen (not sure if you can do that), or by letting it appear on the class selection screen, but make it a limited class only a certain number of players can choose (I think several mods are doing that already). Say there where three bots on each team, that class can be limited to 3 people. Bots could be programmed to choose only that class the instant the server starts, leaving no time for anyone else to choose it.
To tell you the truth I think cooler stuff could be done with bots than wild animals, I just mentioned that. But I think bots would be great for commander asset stuff.
For instance the call-in-able air strike idea on infantry maps, or maybe objective based ones. The way that could work would be that several fighters/bombers could spawn floating on the edge of the map. These are spawn pionts like I described above. The bots spawn into them, and fly to where the commander ordered the strike. Or if it was objective based, say the rebs had to plant a beacon on a power generator, which can only be destroyed by a proton torpedo. They lay the beacon, the commander orders the strike, and the bots are programmed to target the beacon.
Or for my dark trooper suggestion a couple hyperspace pods could come down where teh commander clicked, and where the pods fell dark trooper vehicles could spawn. Then the bots could spawn in them like the fighters.
The whole reasoning behind teh bots having their own class would be that they can't spawn at any of the other flags, they can only spawn at the points created by commander powers. So for a regular old conquest map like you said, they wouldn't spawn at all, unless the commander had one of those assets to use. Though I'm stumped on figuring out how to stop them from being kicked by real players comin in.
It might not work, it might work but be more of a hassle than its worth, or maybe its just something to think about for some far off future release. Don't know. But it is cool to think about.

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Re: Ai through Coop?

Before anyone refers to my quote that a Server can support 255 players, to say it doen't matter if the bots are kicked; how many people suffer lag on a 64 player server? Now consider rather than processing data from 64 clients, the PC has to generate all the data for 255 players by it self. There is no way most servers could stand that. Plus if these AI players were factored into the balancing of a map, If a server decided to play a regular conquest map, the map would become un-balanced.

While you're correct, you're mixing server lag and computer lag. Since AI is run by your computer, and othe rplayers data by the server, if you have a fast computer and not so good internet you'll run better with AI. And vice versa if you have megafast net but a crappy amount of RAM.

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There lies a plagiarist.

Re: Ai through Coop?

Talon1579 wrote:

Before anyone refers to my quote that a Server can support 255 players, to say it doen't matter if the bots are kicked; how many people suffer lag on a 64 player server? Now consider rather than processing data from 64 clients, the PC has to generate all the data for 255 players by it self. There is no way most servers could stand that. Plus if these AI players were factored into the balancing of a map, If a server decided to play a regular conquest map, the map would become un-balanced.

While you're correct, you're mixing server lag and computer lag. Since AI is run by your computer, and othe rplayers data by the server, if you have a fast computer and not so good internet you'll run better with AI. And vice versa if you have megafast net but a crappy amount of RAM.

I think what your forgeting is every bullet you shoot is processed server side, this is often why you shoot a guy and he doesn't die. Yes it takes bandwidth to send the packets but the latensy is caused not by the network but by the computer proccesing the infomation. If you want proof of this one you can trust me cause I know my stuff tongue or you can check in the object_server.zip which contains only.con files and .collisionMeshes and in the Objects_client.zip  that contains .bundleMeshes and textures. Also AI is not run by your computer, but on the server, if it didn't and everyones computer ran the AI then Bots would be running in different directions on different peoples screen. Yes less human players would  mean you need less bandwidth (theoretically a high ping) but with 255 players it wont matter the server will more than likely lag. 90% of the time when a game lags its not to do with ping, (except that one time I tried to play on a Isreali server from Australia Ping = 500) but with a lagging server (in which case everyone lags, or a lagging client inwhich you lag.

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Re: Ai through Coop?

Interesting. So 255 is definately out the window.

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If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.