P = Person, People, Player etc
A = Animal, Animals, Aggressive Animal etc
B = Baby, Babies etc (If these were implemented)
Aggressive AI
If P approach B
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A is protecting B then warn P by mildly attacking P
If P attacks B then A tries to kill P (If P attacks B 2nd time or P attacks A, call other As)
P too strong, hide Bs, all As not hiding Bs (of the one species) attack/chase P
If P approach A
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P has deadly weapon (e.g: crossbow, scimitar), A warns P by mildly attacking P
If P attacks A, A fights back. If P attacks again and A is <=50 health call more As
If A attacks 3rd time and health is low then hide all/most Bs if any Bs exist.
A few As will battle P until P stops attacking or runs into a building/vehicle/region/item (items as harvester, chair, cot etc)
If P continues to attack then all As charge at P and chase until P is impossible to attack
Friendly AI
If P attack any As or Bs of the species...split pack and run away from region, hide Bs etc
If P attack any As or Bs of the species switch to aggressive AI (see above) if strong enough
Animals should eat resources off the ground (e.g: You see a Wolf eat 44 grams of smoked meat from unnamed location)
Animals should be fed by P and get hungry the same way P do
These animals should be ridable like vehicles:
Horse ( 2 people, 14000 grams max capacity)
Elephant ( 1 person, 20000 grams max capacity)
You cannot make things while riding on animals, because horses are too fast and elephants need alot of control
Cantr animals, ai and more
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Umm... don't quite understand much of that, but domestication of animals is accepted, waiting implementation, and protecting other people has been discussed elsewhere and probably rejected.
After the effects of complicating the animal behaviour on lag, I''m sure prog d are very wary of doing much with them again.
After the effects of complicating the animal behaviour on lag, I''m sure prog d are very wary of doing much with them again.
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- Tiamo
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Appolom,
in Cantr animals do not react to hunting tactics of characters. Hunting itself is not dangerous to players.
Instead animals attack based on (over)population and chance. The target is completely random.
My character is a regular (and expert) hunter, but has so far NEVER been attacked by animals, while others around him (who seldom or even never hunt) have been seriously hurt by animal attacks. Just plain luck. )
in Cantr animals do not react to hunting tactics of characters. Hunting itself is not dangerous to players.
Instead animals attack based on (over)population and chance. The target is completely random.
My character is a regular (and expert) hunter, but has so far NEVER been attacked by animals, while others around him (who seldom or even never hunt) have been seriously hurt by animal attacks. Just plain luck. )
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- Doug R.
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I have several objections to this suggestion.
1) It's too complicated for Cantr. The rest of Cantr's mechanisms are "dumb," so there's no reason to start making things smart.
2) The animal mechanism is already needlessly complicated, even in a "dumb" way.
Unnecessary. Resource decay already serves to eliminate exposed resources. In a slow-paced game like Cantr, where resources fall to the ground unintentionally (from completion of abandoned projects), providing another mechanism to remove these resources would only frustrate the players.
Animals existed on earth long before there were people to feed them. This would serve no purpose.
If you want to make animals smarter, it should be in how their reproduction responds to environmental stressors such as over/under population. At present, the checks for these stressors is too primitive to be very effective.
1) It's too complicated for Cantr. The rest of Cantr's mechanisms are "dumb," so there's no reason to start making things smart.
2) The animal mechanism is already needlessly complicated, even in a "dumb" way.
Animals should eat resources off the ground
Unnecessary. Resource decay already serves to eliminate exposed resources. In a slow-paced game like Cantr, where resources fall to the ground unintentionally (from completion of abandoned projects), providing another mechanism to remove these resources would only frustrate the players.
Animals should be fed by P and get hungry the same way P do
Animals existed on earth long before there were people to feed them. This would serve no purpose.
If you want to make animals smarter, it should be in how their reproduction responds to environmental stressors such as over/under population. At present, the checks for these stressors is too primitive to be very effective.
Hamsters is nice. ~Kaylee, Firefly
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