Author Topic: Human Controlled Infantry - NOT AI  (Read 1833 times)

Offline Oddball-CAF

  • Silver Member
  • ****
  • Posts: 868
Human Controlled Infantry - NOT AI
« on: June 01, 2011, 11:39:44 PM »
From an article on ECommerce PR News :
Quote by "Dale Addink" ;

"Finally, animated paratroopers used to capture bases, have been added to the new version, a key tool for players to capture territory.

This is the first step towards a vision of integrating AI infantry and paratroopers into a more pronounced role in the game," says company CEO Dale Addink. "Aces High is about player- to- player combat in planes and vehicles and it will continue to be that. AI personnel will add a new layer to the immersion level of the game environment. Whether it is infantry fighting for territory or support personnel manning guns or refueling planes, it will add a lot to the online experience."

  A very fascinating idea, adding infantry to the mix. I would take it a step beyond that and
allow the -players- to be that infantry.  My personal thoughts on this would be to have
only particular areas of the map be able to utilize such an option. Perhaps terrain
other than the boring, same old , cookie-cutter types we're so accustomed to now.
  I can see it now.... an M3 loaded up with ten -human- soldiers, armed variously with
bazookas, BARs, M1s, grenades.... Escorted by several tanks, the troops disembark
about 500 yards shy of a town, and begin working their way towards it. Perhaps some
combat engineers in another M3...
  The possibilities are endless and I wouldn't imagine that it would impose any strain
on the servers.
  Then enemy in those designated towns could contribute to its defense as well.
  Hell, we've already got the gamey crap of guys bailing and fighting off/killing
dozens of  (cough) well armed paratroopers with a single .45. How hard could it be
to implement these new "infantry" troops?
  I would think it to be MUCH easier than designing a tank or plane from scratch and it
would add a much needed tactical aspect to the game now that the operational / strategic
level stuff is merely a thing of the past.
  As for being strafed, bombed, etc... well, that'll have to be planned out ahead so that
there's some friendly air cover around to minimize/negate that stuff
  From there, perhaps some small jeep towed ATGs or cannons...
  Hell, we could try it out in one of the lesser utilized arenas/servers, play around with it
some, fine tune it, and see how it plays out. What's the harm in trying?
  It's apparent something similar is in HTC's plans, here's a little nudge perhaps. :)

Regards, Odd


Offline Vudu15

  • Gold Member
  • *****
  • Posts: 3055
Re: Human Controlled Infantry - NOT AI
« Reply #1 on: June 02, 2011, 12:41:27 AM »
would be cool.  :devil
"No odds too great"

"I was a horse ahead at the end" - Nathan Bedford Forrest
Training Video List https://www.youtube.com/playlist?list=PL54E5CE

Offline Raphael

  • Gold Member
  • *****
  • Posts: 2010
Re: Human Controlled Infantry - NOT AI
« Reply #2 on: June 02, 2011, 12:46:30 AM »
´maybe perk certain armament? yeah a few days ago on desperation to protect a field i bailed out and went inside the map room to kill the troops, pretty stupid image a pilot with a pistol killing a bunch of soldiers arming thompsons. i thougt overthere "hey what if in a c47 when someone "joins" you they can be one of the paratroopers arming one garand rifle or a thompson if he has the correct rank/perk  also this one couldnt go thru the walls and such. but then again it could have some abuse SO to change that the player would have to joing the c47 while it is still on the runway.
Remember 08/08/2012
 Youtube videos - http://www.youtube.com/user/raphael103/featured
Game ID => Raphael
XO of Jg5

Offline iron650

  • Nickel Member
  • ***
  • Posts: 662
Re: Human Controlled Infantry - NOT AI
« Reply #3 on: June 02, 2011, 06:20:09 AM »
Would be awesome. I wondering when it would come around. Also, perk the big guns and allow the M1 Garand, possibly MP40, etc. And then we could deploy troops also to defend the base. How about "z" to aim?

+1
« Last Edit: June 02, 2011, 06:35:10 AM by iron650 »

Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: Human Controlled Infantry - NOT AI
« Reply #4 on: June 02, 2011, 08:38:41 AM »
I believe HT mentioned some time ago, that he would like to have the players become the infantry to capture the base.  When the time comes to "drop troops", players from both sides can spawn a new reality inside the main AH reality and it would become a FPS fight to capture/defend the maproom.

Perhaps AI infantry is the next step towards this...
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline Krusty

  • Radioactive Member
  • *******
  • Posts: 26745
Re: Human Controlled Infantry - NOT AI
« Reply #5 on: June 02, 2011, 08:54:07 AM »
Oh, hell no.

Offline SmokinLoon

  • Platinum Member
  • ******
  • Posts: 6168
Re: Human Controlled Infantry - NOT AI
« Reply #6 on: June 02, 2011, 08:56:42 AM »
If anything, I'd like to see the infantry be able to be dropped further away and way points set for them to travel to the map room/command bunker.

Adding in the FPS aspect does not appeal to me.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline ink

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 11274
Re: Human Controlled Infantry - NOT AI
« Reply #7 on: June 02, 2011, 09:32:00 AM »
sounds like you want to play COD.....?

Offline RufusLeaking

  • Silver Member
  • ****
  • Posts: 1056
Re: Human Controlled Infantry - NOT AI
« Reply #8 on: June 02, 2011, 10:04:53 AM »
It is a question of time and space. Planes are 100 times faster than infantry. Infantry spawns would have to be on top of the maproom.

On an FPS model:

Would individual players have to enter maproom and tower out?

Would individual soldiers have to join an M3 or C47? Then sit there while in transit?

Maybe an RTS model where a player controls a squad would work. But time and space remain issues.

The OP's idea is cool, but I don't see how to implement it into the game.

 
GameID: RufLeak
Claim Jumpers

Offline amulford

  • Zinc Member
  • *
  • Posts: 87
Re: Human Controlled Infantry - NOT AI
« Reply #9 on: June 02, 2011, 11:03:27 AM »
sounds like you want to play COD.....?

COD is actually pretty cool, IMHO.  

I don't think an FPS platform would work in this platform, though.  I think element sized operations would work, maybe ratio based ie attackers vs defenders, mutipliers based on equipment deployed, etc.

I don't think it's an easy thing, however.  
« Last Edit: June 02, 2011, 11:05:50 AM by amulford »
StraBult - FSO C/O ClaimJumpers

Offline matt

  • Silver Member
  • ****
  • Posts: 1136
Re: Human Controlled Infantry - NOT AI
« Reply #10 on: June 02, 2011, 11:04:18 AM »
+ 1

                         flak

Offline Scotty55OEFVet

  • Nickel Member
  • ***
  • Posts: 628
Re: Human Controlled Infantry - NOT AI
« Reply #11 on: June 02, 2011, 11:07:34 AM »
<---------------Combat Engineer (Airborne/Air Assault/Sapper School) would love to see something like that captured....maybe Engineers that have to plant an explosive charge to destroy the map-room??? Say 8 Soldier, 1 Sapper, 1 LT. Good Idea  :aok
"War can only be abolished through war...in order to get rid of the gun it is necessary to take up the gun."



RedDevil

Offline iron650

  • Nickel Member
  • ***
  • Posts: 662
Re: Human Controlled Infantry - NOT AI
« Reply #12 on: June 02, 2011, 02:25:26 PM »
<---------------Combat Engineer (Airborne/Air Assault/Sapper School) would love to see something like that captured....maybe Engineers that have to plant an explosive charge to destroy the map-room??? Say 8 Soldier, 1 Sapper, 1 LT. Good Idea  :aok

Wouldn't there be debate over who's LT? Out of the soldiers shouldn't one guy carry anti-tank weapons and one be a sniper (anti-troop and can take cover in destroyed buildings?)

Offline badhorse

  • Silver Member
  • ****
  • Posts: 834
Re: Human Controlled Infantry - NOT AI
« Reply #13 on: June 02, 2011, 02:37:55 PM »
Good idea and it sounds like a lot of fun. But I won't hold my breath.
Always try and be the person your dog thinks you are.

Offline Penguin

  • Persona Non Grata
  • Gold Member
  • *****
  • Posts: 3089
Re: Human Controlled Infantry - NOT AI
« Reply #14 on: June 02, 2011, 02:45:23 PM »
Let's get the M1911 .45 to work well first.  It doesn't have a 21 round magazine, it has a 7 round magazine.  To have the same amount of firepower, it would need a reload animation (technically two, one in which there is a round in the chamber, and one where the slide locks back).  Then we need iron-sights as well, which would require two animations (entering and exiting the sights).  Recoil (and its associated algorithm) would also be necessary, along with all the associated sounds of pulling magazines in and out of the magwell, pulling the slide back, flipping the safety on and off, releasing the the slide, and grabbing magazines from the pilot's vest.

-Penguin