Such details for the AI would be awesome. As Cabbage already knows, I want the SC AI team to look at modelling the affect of body mass, gear/weapons mass, fatigue, health, and injures into how capable an AI/NPC is and how well it will perform. One of the worst things about SC is that it is trying to cater to the modern gaming kids also. That side has no experience with simulations, entities, and how fun realism is. Because they come from a genre where AI was never seen as worthy and as such was never really worked on, they only see AI in one shade, dark and empty. All an elite AI is to them is a bot set to maximum accuracy, or something to be farmed for experience points or a bounty. They need to change that image of AI.
I think an NPC that like a human, has to contend with their environment and how it effects them would be a huge step towards ending the stigma. I mean they call them pets on the SC site which to me is not something you want because whether people notice it or not, during reviews they do still rate a game's AI. I think a gaming review that either badmouths the game's AI or just doesn't say anything at all about it, is missing quite a few cylinders in its engine, and as such not going to make it to greatness.
For sure, I'm just happy that their might be a possibility of having non , static, dull and lifeless. A.I and NPC in a MMO or Online game for once. Artificial game life that actually, have their own daily routine's that matter to them, personalities or traits that change over time and having npc's buy & sell things well making a true living and do things and react naturally to different situations. All of which mind you. Has been possible for at least 5 years now or earlier in some form or another. Yet more then enough big studios and the like have been dumbing down their A.I for impractical reasons in my mind at least. More so in online games as i mentioned though its been creeping into single player experiences with Titanfall especially.
(to cater to a certain group, because its to "Hard")
Cool examples:
Half Life showed people how to do it and that its possible.
Fear showed people how to do it and that its possible.
Halo showed people how to do it and that its possible.
and a few others. Made it clear that you can have great A.I in your game. Without having to cater. Though that was ignored for the most part. Until Demon souls and Dark souls. Put a fire under developers butts to make better/smarter and more challenging A.I. Now its Star Citizen turn and EQN for the most part. Given they are both using middle ware.
I hope A.I can do complex task, do remedial task, from big to small and in between. They should be effected and affected by the environment and the world they live in. They should react logically and illogical. But should also be able to fail and win , they can't be prefect entities, and they should know the limits of their body and want to do when put into a life or death situations. Base on their own personalities and their unique voices. All of that dynamically and in real time.
That would be a fantastic thing to see. With the level of graphics and visuals never before seen in space sim and inside a MMO. To have amazing A.I that works almost flawlessly to boot, this game would/could set the bar very very HIGH. An hopefully the Mooncolider guys with their Kythera tech are up to the task at hand. So they can provide that level of detail at some point either in the next year or the year after that. Since Kythera will be improving with the game, which is another great bonus with this partnership.
Shoot this might even mean , that i can actually or it will be at such a level that i will feel bad enough about losing a npc companion or other to never want to lose one again. Or even stop myself from killing or capturing some one for multiple reasons other then it being an objective. Which could mean that such a moment could be totally unique to me. Something not everyone will experience the same exact thing.
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Also tieing in very nicely with that....
CIG is working on a robust conversation system that does away with the standard of use/trend. Of Elder scrolls or Mass effect's or other check boxes or good or bad conversation systems and morality system.
https://forums.robertsspaceindustries.com/discussion/comment/2351769/#Comment_2351769
MBarclay_CIG
Heliostrike
Howdy Foundry 42,
As much as I love the Mass Effect trilogy, it always bothered me that we could 'have our cake and eat it too' when we were playing as a good guy picking the blue paragon dialogue options. This happened during critical mission choices and dealing with your companions. I find it's usually a lot more interesting if there's a real downside to your decisions that we choose anyway because we personally feel is the 'right thing' to do.
What sort of decisions will we have the opportunity to make during SQ42? Will these happen organically through the mission objectives that we accomplish or as a result of dialogue options?
Cheers lads,
Tarrok
Hey Tarrok!
Great question, I'm glad to see people as interested in "morality" systems in games as I am!
While we can't share much at the moment, I will say I definitely know where you're coming from. We have plans for your choices to be an interesting part of crafting
Your story.
Your decisions,
Your consequences to deal with!
Personally I like when a choice comes down to different shades of grey and really makes me consider the potential outcome. I'm certain we'll find the design that suits the game best.
Cheers Tarrok!
DTimms_CIG
Dago
Going off of this, i'm wondering if perhaps there will be different shades of grey regarding interaction with any character in SQ42, regardless of if they are your wing men or are human or not.
Battlestar Galactica for example in my opinion is one of the greatest series of all time because nothing was purely clear in the series. There was no obvious path, no obvious reason to why the bad guys were bad. It was quite murky and grey, not so crystal clear and absolute which makes the viewer think a lot. On the other hand you have the Star Wars prequels, where the plot is so black and white that you know exactly why the bad guys are bad, yet it doesn't make much sense.
What i'm asking is will there be questionable options done in relation to the Vanduul or other enemies you encounter in the game? Or will it just be in relation to Wingmen or Allies?
Hi Dago,
I'm currently responsible (along with several others) for the Conversation System which includes all interactions with wingmen and NPC's in-between missions. I can tell you that the plan is to have fairly nuanced relationships with a lot of the people you will encounter in the campaign. We're very keen to not just have a 'good or bad' option when it comes to these relationships, and we don't necessarily want a conversation to be easily readable as to what is the 'right' thing to say or do.
Just like real-life™, sometimes what someone needs to grow as a person is not just praise and kind words, everyone is different and has stuff going on in their life that influence their moods and reactions to others.
We are trying our best to design a system that encapsulates the subtleties of a personal relationship with someone, which will hopefully add an unprecedented amount of depth into the fellow pilots and crew that you will spend many a hard time with over the course of the campaign!
Hope that helps,
Daz
If they get this right and it actually improves or they create something almost completely new. In relation to how to talk and interact with npc's. Then we are going to get a very good game that is pushing boundaries on all fronts in a positive way.
So I'm optimistic to say the least.
