Would it be cool if Fallout had a STALKER-esque AI controller?

ThatZenoGuy

Residential Zealous Evolved Nano Organism
A-Life, the STALKER AI system, means that every creature, NPC, etc, has its own paths which they use to go anywhere on the map, no dedicated 'this area has this enemy, this one has this one' stuff.

Would Fallout be neat if it had such a system? Deathclaw packs patrolling around, possibly coming out from behind any rock anywhere to ambush you? Radscorpion nests popping up after a queen settles down?

Hell, it'd just be nice to see OTHER explorers, it's always annoying to hear about the other 'prospectors' and 'scavengers', only to notice that you're the only living soul outside of the cities.
 
The problem is that STALKER (at least CoP) was somewhat balanced so that anybody could take on any area as long as they had _somewhat_ decent equipment and skill. For a straight-up RPG, like Fallout, you'd run into balance errors faster than you can say "WHY IS THAT DEATHCLAW RIGHT OUTSIDE THE STARTING AREA GRRRRR GRUMBLE GRUMBLE!"
 
The problem is that STALKER (at least CoP) was somewhat balanced so that anybody could take on any area as long as they had _somewhat_ decent equipment and skill. For a straight-up RPG, like Fallout, you'd run into balance errors faster than you can say "WHY IS THAT DEATHCLAW RIGHT OUTSIDE THE STARTING AREA GRRRRR GRUMBLE GRUMBLE!"

Well, there'd be some level of fairness, no?

Deathclaws don't attack cities in Fallout, so you'd be fine, just go out of the place another way, and be careful.

Deathclaws patrolling outside of towns would add a level of fear and tension.
 
Well, there'd be some level of fairness, no?

Deathclaws don't attack cities in Fallout, so you'd be fine, just go out of the place another way, and be careful.

Deathclaws patrolling outside of towns would add a level of fear and tension.
What I mean is that there would be balance issues with low-level players getting killed easily by high-level enemies through no fault of their own. You could argue that it would add a degree of tension, but in a RPG, I feel it would add a degree of bullshit.

This system works well for games that don't have leveling mechanics. For ones that do, it's just not worth it.
 
What I mean is that there would be balance issues with low-level players getting killed easily by high-level enemies through no fault of their own. You could argue that it would add a degree of tension, but in a RPG, I feel it would add a degree of bullshit.

This system works well for games that don't have leveling mechanics. For ones that do, it's just not worth it.

Perhaps make it have a setting?

"Easy A-Life: Low Level Enemies Can Wander"

"Medium A-Life: Low-Medium Level Enemies Can Wander"

"Hard A-Life: Everything can wander"

?
 
Okay, now we're talking. That sounds like a good idea.

I love games with VERY customisable difficulties.

So if you feel you need more challenge, up the A-Life. ;D

I just hate how..."Dead" the FPS Fallout's are.

Fallout 1-2? You can find anything wandering around, Fallout 3-NV-4? Nothing but pre-set spawns. ;(
 
Yeah I think it would be very cool. And it could actually be managed with the current AI. You can add custom AI packages and patrol paths by random events, or by time. So, for example, you can trigger NCR patrols to leave McCarran and Forlorn Hope during the day to patrol the roads. Deathclaws can wander further from their nests while they hunt at night. Packs of Nightkin can be set to move between abandoned technological ruins in search of stealth boys. Cazadors can be set to spawn anywhere there are a lot of corpses. If you know your way around the engine and are willing to put in some time there's actually quite a lot you can do with it.
 
Yeah I think it would be very cool. And it could actually be managed with the current AI. You can add custom AI packages and patrol paths by random events, or by time. So, for example, you can trigger NCR patrols to leave McCarran and Forlorn Hope during the day to patrol the roads. Deathclaws can wander further from their nests while they hunt at night. Packs of Nightkin can be set to move between abandoned technological ruins in search of stealth boys. Cazadors can be set to spawn anywhere there are a lot of corpses. If you know your way around the engine and are willing to put in some time there's actually quite a lot you can do with it.

As I understand it, the STALKER one is a bit more advanced.

Its more random, and units have goals, predators hunt prey, drag corpses, etc.
 
As I understand it, the STALKER one is a bit more advanced.

Its more random, and units have goals, predators hunt prey, drag corpses, etc.

Yeah, anything done in Gamebryo would be a lot more kludgey.

I'd also love it if the combat AI was better. Covering fire, snipers, flanking, running away/surrendering if they're clearly outmatched. Just having everyone rush you out in the open gets a bit old after a while, as does "single raider with a pool cue attacking power-armoured lord of death armed with a Gauss Rifle".
 
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