Suggestion: Onscreen GUI reloading of "crossbows", AI

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BuzzJ
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Joined: Sat Jan 12, 2013 4:06 pm

Suggestion: Onscreen GUI reloading of "crossbows", AI

Post by BuzzJ »

Simple overview: Some weapons require you to manually insert a projectile into a weapon. In particular, a crossbow, although bows sort of also of apply. Or shells into break action shotguns created by dwarves or far future humans. As a balance to the difficulty of magic, the increased complexity of archery.

1. *shoot crossbow*
2. *delay time*
3. *place bolt [from stack] into crossbow*
4. *delay time*
5. *shoot crossbow*

Okay. I'll be honest such a feature has absolutely no use to the core Grimrock gameplay because slowing down the speed of archery requires balancing the time investment required with optimal damage per time unit, return on time investment. But once this occurs, it throws out melee except for token uses (this is what the above would do). Unless of course clever dungeon design and intelligent opponents.

On that subject:

A BETTER GRIMROCK AI

The AI of dungeon master (only slightly inferior to LOG1's due to superior action options) is woefully inadequate to fully utilize all the possibilities of the engine. They need programmable waypoints and modder accessed behavior definition and prioritization packages running more or less right out of the Dungeon Editor. Thats the only way its going to work to avoid circle strafing or alternatively "pop and bop" strafing range shooting being the order of the day.

This would allow a more complex user experience and navigation of the maze.

Basically the Dungeon Creator needs to be able to control the "minds" of the AI fully such that combat for the player is playing chess with a pre-designed game-plan, designed to defeat the likely actions of player, as envisioned by the Dungeon Creator.
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