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Old 09-06-2010, 01:21 AM
Kyle Kyle is offline
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Join Date: May 2010
Posts: 150
Lightbulb Randomized additional entry points...?

Interesting feedback on addressing hostile towns. I'm happy to see that there is a time of night that's superior than others when attempting to use concealment to the maximum.

Also useful is the interesting tidbit that a location can have 200+ units assigned to it, but that only 35 will appear when a map's reloaded. The others are "patrolling" in the region, which is a clever explanation for the engine's limitations.

Thank you all for the feedback.

I too use the interiors for most of my engagements, but since so many of the enterable structures are identical, it starts to feel sort of like a rail-shooter. I want to be able to utilize the inside and the outside simultaneously, but the AI seem to have the eyes of a hawk and simultaneous communications with one another. As was mentioned earlier, if an AI isn't killed immediately, it seems as if all of his buddies know exactly where you are.

R@S, do you think that it would be possible to supply some extra entry points to the maps? I'm thinking about having them located in areas where it's more unlikely for AI to automatically spot the squad. Too many of them are located RIGHT UNDERNEATH STREET LIGHTS, and who, in their right mind, would decide to infiltrate there?

For example, Porto Viejo could have additional entry points at:
1) either end of the beach since the squad entered by walking along the shoreline
2) in a dark alleyway, since the squad negotiated itself through the city by deliberately staying on the routes with the least lighting
3) or, for a sizable amount of money, a NPC could be supplied near a bar who will see to it that the squad is smuggled into a region in the back of a truck. If a map has a number of trucks present, then an entry point can be assigned near the tailgate of a truck, and to make this even more interesting, this entry point could be randomly assigned to wherever trucks are parked.
4) Perhaps supply one-three randomized entry points at ideal locations, such as a park with heavy foliage and nearby walls.
5) Entry points available near sewer grates (if there are sewer grates available, I can't recall right now if they are).

And so on and so forth.

Anything that avoids having just the entry points where they are now would be an improvement. In my opinion, the default entry points are just too obvious.
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