Ravenfield

Ravenfield

Haven Mod (Ravenfield's first DLC)
 This topic has been pinned, so it's probably important
Stand_Up  [developer] 17 Feb @ 9:53pm
Suggestions
self-explanatory
Last edited by Stand_Up; 17 Feb @ 10:04pm
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Showing 1-15 of 104 comments
shmakly21 17 Feb @ 10:03pm 
rename discussion to suggestions
creole09 18 Feb @ 9:43am 
Improve how bots interact within buildings or cqb situations in general to make it more realistic and stop you from just sitting in a corner and killing bots that come in rooms 1 by 1.
more squad based tactics between groups, such as one providing suppressive fire and another flanking or rushing last known position.

Also I remember way back during the beta 4-5, bots would run to the nearest cover when shot at. It would be nice to see that again. Right now, I do see some bots move to cover, but a large majority would just go prone in the middle of the fight.
creole09 18 Feb @ 12:38pm 
Originally posted by Wolffe Commander:
more squad based tactics between groups, such as one providing suppressive fire and another flanking or rushing last known position.

Also I remember way back during the beta 4-5, bots would run to the nearest cover when shot at. It would be nice to see that again. Right now, I do see some bots move to cover, but a large majority would just go prone in the middle of the fight.
this ^
creole09 18 Feb @ 1:59pm 
Make bots check for cover within a certain range and prioritize that over going prone under fire so they dont go prone every time even if cover is near by.
VortexSupernova  [developer] 18 Feb @ 6:03pm 
@Wolffe Commander for the proning thing, in a real battle, you wouldn't run when under fire, you'd drop to the ground. I guess a middle ground could be checking if cover is within 2-3 metres and run for that, otherwise prone.

As for squad based tactics like flanking, this is confined the spec ops. Why? Well, the code breaks down when it's one army vs another lol. So to get this logic working you'd need to be running spec ops (so the enemy flanks you and suppresses you, which I'm pretty sure they already partly do in the current iteration)
Stand_Up  [developer] 18 Feb @ 6:46pm 
Originally posted by creole09:
Improve how bots interact within buildings or cqb situations in general to make it more realistic and stop you from just sitting in a corner and killing bots that come in rooms 1 by 1.
Actually, the bot has better cqc combat now, when a bot spotted a target with in 40m of them, they will keep that target and start suppressing fire, and sometime it look like they are pre-firing an angle when moving through it
Originally posted by VortexSupernova:
@Wolffe Commander for the proning thing, in a real battle, you wouldn't run when under fire, you'd drop to the ground. I guess a middle ground could be checking if cover is within 2-3 metres and run for that, otherwise prone.

Is it possible to extend that range to like 10-15 meters?
Stand_Up  [developer] 18 Feb @ 8:28pm 
Originally posted by Wolffe Commander:
Originally posted by VortexSupernova:
@Wolffe Commander for the proning thing, in a real battle, you wouldn't run when under fire, you'd drop to the ground. I guess a middle ground could be checking if cover is within 2-3 metres and run for that, otherwise prone.

Is it possible to extend that range to like 10-15 meters?
I could try but it would likely break ai pathing and movement and other unforeseen consequences.
VortexSupernova  [developer] 19 Feb @ 2:31am 
Originally posted by Wolffe Commander:
Originally posted by VortexSupernova:
@Wolffe Commander for the proning thing, in a real battle, you wouldn't run when under fire, you'd drop to the ground. I guess a middle ground could be checking if cover is within 2-3 metres and run for that, otherwise prone.

Is it possible to extend that range to like 10-15 meters?
No lol 10-15 metres is huge. Truly huge. If you're under fire you wouldn't want to do that.
However, now that I think about it, AI should check if within 3-4 metres of cover, run to cover if under fire, or prone; if they prone, they have 3 seconds to detect cover within 10 metres before sprinting for that cover. How's that sound?
creole09 19 Feb @ 8:14am 
Originally posted by VortexSupernova:
Originally posted by Wolffe Commander:

Is it possible to extend that range to like 10-15 meters?
No lol 10-15 metres is huge. Truly huge. If you're under fire you wouldn't want to do that.
However, now that I think about it, AI should check if within 3-4 metres of cover, run to cover if under fire, or prone; if they prone, they have 3 seconds to detect cover within 10 metres before sprinting for that cover. How's that sound?
this is basically what I already suggested lol
VortexSupernova  [developer] 19 Feb @ 8:30am 
Originally posted by creole09:
Originally posted by VortexSupernova:
No lol 10-15 metres is huge. Truly huge. If you're under fire you wouldn't want to do that.
However, now that I think about it, AI should check if within 3-4 metres of cover, run to cover if under fire, or prone; if they prone, they have 3 seconds to detect cover within 10 metres before sprinting for that cover. How's that sound?
this is basically what I already suggested lol
No not really lol, you gotta be very specific about this stuff. You suggest outlandish things and they'll get shut down. Suggest something with logic and it's more likely to be tried.
creole09 19 Feb @ 10:33am 
I think you might be talking about the other dude, sorry for any of the confusion going on. But what you said about checking for cover within 3-4 meters is what I'm voting for.
Make AI use rocket launcher against infantry.
Stand_Up  [developer] 19 Feb @ 3:27pm 
Originally posted by ashrafazem2006:
Make AI use rocket launcher against infantry.
Already in, bot should use rocket against infantry
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