The Isle

The Isle

bigmoe808 Jan 1, 2020 @ 3:24pm
Artificial Intelligence Managed by Actual Intelligence
Just another try, sense AI is coming to game in drones as herds, could we managed AI of the same species. Tips and suggestions are welcome, leave everything else outside.

Say I'm a para, I come across para AI, I build a herd that follows after me. Maybe I can adopt different species provided our species are tolerant.

The benefit? Defense. Second chance. Actual Goals for herbies and carnies alike.

Defense is obvious, increase your numbers, increase your fighting strength.

Second chance is a unique little deal I considered twice before. Originally, way back when nesting was first being talked about with the devs, I wanted it to be a way to save progress and immediately respawn as your animal-to skip progression if you earned the animal in the first place. Now, however, I would like it if mating with your species AI would produce offspring that can act as respawns for you if you die (more on why this wouldn't be completely broken later). Compared to now, you would basically come back as a full juvie that can start growing back into a sub or fresh adult.

Goals. Alright, here's the main point. This system would spruce up herbivore gameplay by giving them competition between each other. Let's bring back my para and his little herd of AI. We come across a random Para player. The player sees me, what I have, what it provides, decides he wants it for himself and challenges me for it via 3 call. My AI herd picks this up, recognizes it as a domination display, but, sense he's the same species, are very seldom to attack him. It's up to me to answer the challenge and beat him black and blue until either he dies or 4 calls. If I die, I respawn as one of my juvies and run off if he chooses not to accept me. If he decides to accept me, or 4 calls and I choose not to kill him, the loser can still exist with and in the herd. Aside from that, your role as Alpha is to be a shepard, guide the AI across the land and protect it from the forces around it

Alright. Time to explain some interactions and mechanics. Note that for this list I am mostly assuming that these AI will be the perfect doppelgangers of players they claim to be.

  1. AI should be selected with the F Call to specifiy them. This way you don't just randomly command one or all of them. I also recommend that the F Call come with selective command, like a radial wheel that brings up their names.

  2. 1 Call should be used to draw them near. Basically "Follow me".

    • AI will only follow you if they're in the same herd/pack.

    • AI will only follow you if you're in the same age group as them. So being the elder of the group is highly advised.

    • If you're younger than the AI, using the call will only get them to one call back so you might find them.

    • AI will only follow their alpha. If another player is one calling, your AI will not respond without your say so.

    • You can adopt different species, but to do so would require you impressing them. Example? A brachi can easily impress a group of dryo AI because it is big, strong, and ultimately non aggressive. A para can impress a dibble, but this would require the para having an established herd with an average high resolve.

  3. 2 Call should be for be for grouping and mating.

    • AI of your species is likely the most tolerant you. Sometimes it'll depend on whether you're equals, weaker, or superior. But this is confirmation that you're allowed to mingle and follow them.

    • When of the same age, this can be used to single out specific AI to make them stay with you. Also a follow me command, but personal.

    • You can only group with so many AI on your own. You'll need other players to increase this size range.

    • You can steal AI from other players herd/pack.

  4. 3 Call is to set your AI on aggressive against most dinosaurs, or to banish AI from your herd.

    • Will encourage your AI to attack perceived threats if they enter a certain range.

    • If of the same species, the AI will remain mostly neutral if the intruder has not attacked them or they haven't already attacked the target. This is for the commanding player to answer, the herd/pack will back away from anyone 3 calling them. Will also be paired with the F call so it isn't random.

    • This is also a stop whistle to cease any immediate action the AI is part taking. Say they are attack a player you planned to group up with. Use the F call.

    • 3 calling can also be used to tame bigger AI that don't want to listen. Suppose you're smaller than the AI, and it choose not to obey and enter your group. You can 3 call and hope to intimidate it, but it will likely end in a fight. No worries, you're the actual intelligence. If you get it on low enough health while not losing to much health of your own, the AI should 4 call. From here, it should become passive around you if it remains.

    • AI, when under your reign, have a growth limit that activates when the herd/pack gets too full. Juvies cannot become subs if there's no more room, same with Subs to adults. For this, use the 3 call paired with F call to selectively banish them from your group to keep the kin flowing.

    • This is a go away for ungrouped AI.

  5. 4 Call is to alert them of danger-but, in the face of competition, it can also relinquish control of your herd. Goes without saying but Don't touch this button in such a scenario or you'll have spend time bringing them all back together.

    • AI, without a leader present, with a leader who 4 called present, and without bigger problems like a predator or attacker present, will become suceptible to being stolen.

    • AI will also 4 call when they perceive a threat. 4 call to tell them to run if you don't three call to stand and fight.

  6. Resolve and Stress. Resolve is a stat that basically determines what the AI is going to do, basically, its AI. This is a way to dumb it down for simplification. Stress, therefore,is what resolve is taxed with. The more stress the AI encounters, the less resolve it'll have.

    • As the Alpha, a players task is keeping the resolve of his herd/pack high.

    • A herd/pack with low resolve is at risk of dissolving and/or being stolen by a usurper if not leading the coup themselves-the AI will glady replace you if you're ♥♥♥♥ at your job.

    • Stress can be induced by starvation, dehydration, mixing with intolerable species, being abandoned or left behind, members being threatened and killed.

    • You can manage resolve in your herd/pack with your calls.

    • A 1 call will guard them against stress by keeping them alert, reducing surprises.

    • A 2 call will soothe them, allowing them to regain Resolve over time, without being loud.

    • A 3 call, if not aimed at them, will rapidly raise their Resolves-but, it will induce a good amount of stress upon them. Should they lose their resolve before victory, they'll be stuck with the stress.

    • This is my counter offer to mix herding and packing. You want to do that with other players, be my guest. But you lose all the advantages I'm offering with this thread and running your own group of AI with limited player interaction.

I feel like I missed a few things, so I will come back to edit this. Just wanted it off my mind before I forgot. I'm pretty bored at the thought of lacking player interaction, but this would be the little side quest that keeps me going in between.

My biggest concern is what's to happen to the AI after a player logs off. Haven't quite decided if they're free to roam the land, they respawn back in their biome, a copy of some of them being saved for when a player logs back in; can't decide.

My current thought is that if you banish some of your children, and they manage not to die, they'll despawn for now. You log back in later, go back to a biome for your species, new herd/pack AI will spawn-ready to group-specifically for you. Don't think of the incest, just sing sweet home Alabama and get some banjos for the kids.

Edit:

Shifting Ecosystems and Genetic Trails

Alright, I think I finally decided what to do with the herd/pack when it comes to logging off-thanks to why watt. I'll try to summarize step by step over this bullet list.

  1. For starters: Adults

    • All adult AI are community property-doesn't matter the origin.

    • You may start a herd/pack with Adult AI, lead them far away from their spawn points or migration routes, steal them from rivals, and breed them.

    • When you log off, the AI returns to being operated by the natural rules of the server. Free for any player or self regulating choice to control.

    • They are likely to return to the nearest biome they deem favorable.

  2. Second: Subs

    • Subs are an inbetween when it comes to juvies and adults. In value for what you trade.

    • Given the new growth system, they will likely be useful when it comes to hunting and defending, albeit weaker versions of yourself in this case as well as other adult AI.

    • You cannot respawn as a sub, only as a juvie that can grow into a fresh sub.

    • What makes subs unique is that when you log off, they're saved to your account and despawn some time afterwards.

    • When you log back in, your subs will spawn back in with you.

    • You can immediately start growing fresh adults from the full subs the session before. And start breeding to produce more hatchlings and juvies.

  3. Finally: Juvies

    • Juvies are your respawns.

    • You can only have so many Juvies, their presence will clog your herd with a maternity extinct and prevent breeding.

    • Some juvies will simply recognize they are not safe within your pack if there are too many of them, and leave before cannibalization commences in their disinterest.

    • You can select which juvie you will respawn as.

  4. Breeding the Ecosystem.

    • A simple goal is this. Find adult AI, breed them. Keep the juvies with good color schemes and grow them to subs. Remove the former adults, grow the subs. Breed the subs, gain Juvies with better colors.

    • Over time, you lose control of these AI you breeded, releasing them back into the wild.

    • You may encounter your descendents on the server.
Last edited by bigmoe808; Jan 4, 2020 @ 2:48am
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Showing 1-15 of 40 comments
Sable Jan 1, 2020 @ 3:51pm 
Seems like it would be a nice way of keeping players interested and interacting with the game for the hours that go by without seeing anyone.
Bill_Clinton_Supreme (Banned) Jan 1, 2020 @ 3:53pm 
I covered a bit about calls in my "The Interaction Problem" post about The Isle recode and what I want out of it (please read it! I don't want my effort to yield nothing!)

I think the calls should also be a baseline for affinity and to solve the problem of people never using ingame chat and just using discord. Essentially groups will have affinity lowered and start to get heavily stressed out if they are in a group and aren't making calls, like how awkward it is when you're in a room with other people you don't know and no one is talking.

Solo players don't need this and it offers an actual strategy to playing solo.
(This idea wasn't mine and was made by WhyWatt awhile ago)
Last edited by Bill_Clinton_Supreme; Jan 1, 2020 @ 3:54pm
bigmoe808 Jan 1, 2020 @ 4:04pm 
Originally posted by Krona:
I covered a bit about calls in my recent and long Post in discussions about The Isle recode and what I want out of it (please read it! I don't want my effort to yield nothing!)
I'd be more than happy to adopt what you got, why reinvent the wheel if we all get to go places faster.

...But can you tell me the name of the Thread topic. I feel like you wrote it, and I'm missing it.

Originally posted by Krona:
I think the calls should also be a baseline for affinity and to solve the problem of people never using ingame chat and just using discord. Essentially groups will have affinity lowered and start to get heavily stressed out if they are in a group and aren't making calls, like how awkward it is when you're in a room with other people you don't know and no one is talking.
I think affinity, as we known it at least, is getting scraped. But I would like for it to be a thing, at least the idea of it.

I especially like there to be in-game communication via the calls. And no, for anyone else reading, going radio silence using telepathy via a third party system because you don't want to be heard is balance. Immerse yourselves.



Originally posted by Krona:
Solo players don't need this and it offers an actual strategy to playing solo.
(This idea wasn't mine and was made by WhyWatt awhile ago)
Exactly! I play solo to not make noise. If I'm in a group, the only noise cancellation needs to come from when we're hunting or avoiding being hunted. This is so easy to signal via crouch or having an extra animation slapped in.
bigmoe808 Jan 1, 2020 @ 4:05pm 
Originally posted by Ninja_.Weasel:
Seems like it would be a nice way of keeping players interested and interacting with the game for the hours that go by without seeing anyone.
Biggest hang up: What to do when logging off?

Edit:

But I took your suggestion from before. No reason to only give this to herbies.

At worst, I would just set a limit any mega herd/pack can get-even with players. The more players that get in, the more the AI might leave on its own.
Last edited by bigmoe808; Jan 1, 2020 @ 4:09pm
Hyena Jan 1, 2020 @ 4:28pm 
First proper idea I've seen in a long time to solve the boredom gameplay.

It will take quite some effort, however. This not being intended as just a "dino simulator", I do hope they have the time/resources to implement at least something similar
M.R. Smith Jan 1, 2020 @ 4:50pm 
There should also be determining factors as to whether or not your AI will attack an aggressor. I personally wouldn't like it if I were a rex going on a hunt when all of a sudden 20 parasaurs swarmed me and I died before I could have a chance to figure out what was going on. It would be funny to watch, don't get me wrong, but frustrating.

Something like the AI will only attack certain species so long as they feel that they have sufficient numbers to take them on, or how big and powerful the aggressor is. All AI would fight back or flee from carnivores if they were personally being attacked.

In the wild, most herbivores will either make a stand and fight when faced with a predator, or they will scatter and flee. They also won't continue to bully the predator after it makes a kill, they will move away from the scene to try to ensure nobody else gets eaten. There should be a method that carnivores can use to attempt to startle the AI herd into scattering, at which point their reaction to being attacked will be running, and if they fail to make them scatter then the herbivores will stand their ground, protect their young, and 3 call the aggressor. If the predator is bold it will continue with the attack, if they don't think it is worth the risk they will back down.

So people in charge of herds should be able to order two types of moods in their herd, an alert mood, or a calm mood. In an alert mood, herbivores won't be taken by surprise nearly as easily, but there is a catch. When they are in alert mode, they aren't eating or drinking, they aren't resting to regain stamina or heal wounds, they are poised to run at a moments notice. The calm mood is the exact opposite. Herbivores are much more likely to be taken by surprise and scatter, but they are resting and healing, eating and drinking, caring for themselves. Thus, when a predator goes from a crouch to a sprint towards the herd while they are in calm mode, the herbivores will be much more likely to scatter, leaving the weak exposed and maybe even putting young animals at risk of being trampled.

The disadvantages and advantages are essential for this concept to work properly. Animals can't be healthy and also constantly be alert, because they can't eat or drink or heal while they are alert. They can be calm, and heal and eat and drink, but then they won't spot carnivores coming. Thus staying alert for too long will actually make herbivores more likely to be killed off than if they are only alert when the herd leader thinks they need to be.

This gives responsibility to the player in charge of the herd. They have to ensure that while they and their herd get food and water, they also have to be on look out for carnivores, so if they spot one, they can call for their herd to be in alert mode. This makes stealth and going unseen integral to hunting tactics, and will also encourage hunting at night so that the players can't see the predators coming.

This would simulate a more realistic predator/prey relationship. Smaller predators that require numbers and stamina to take down larger prey would have a better chance at making a kill on both players and AI. A pack of Utahraptors wants to hunt some parasaurs, but there are many of them. Fortunately, they are relaxed and calm. The raptors stalk the herd for some time, getting into the right positions. Finally they charge out. The parasaurs panic and scatter, fleeing in all directions and exposing their young. The Utahraptors pick out a weak animal and jump onto it, slashing its hide with their talons. The animal succumbs to its wounds and the raptors feast. In the distance, the herd has regathered and are now very much alert and wary, but unwilling to approach the carnivores. Another attack on the herd is for now impossible for the raptors or any other predator, but the herbivores won't directly attack the pack unless they attempt another hunt on them while they are alert.

If a herd is scattered by a predator, the herd leader will also have a chance to rally their herd to them, alert this time, before much damage is done. If they can't rally all of them, they may become lost or eaten.

Aquatic predators like deinosuchus would have a slightly greater surprise advantage when attacking from the water. It would be difficult to spot them, and if an animal is by the water, it is likely drinking and thus, not in alert mode. The croc can then charge out of the water, grab the herbivore, and kill it while the rest of the herd scatters and is not attempting to aid their unfortunate friend.

There should also only be a limited number of herds with a limited number of animals in any given area. If there are too many herds, then territorial fights will break out. This will stop too many herds from being near each other, all of them keeping an eye out for predators and triggering all the animals into becoming alert and ruining all predators hunts.

And lastly, it should take some time for the mode switches to come into full effect (10-30 seconds), so a predator has some time to reach the herd if it is spotted as it is making its charge by the herd leader and the leader calls for alertness.
Last edited by M.R. Smith; Jan 1, 2020 @ 5:06pm
bigmoe808 Jan 1, 2020 @ 5:13pm 
Originally posted by M.R. Smith:
There should also be determining factors as to whether or not your AI will attack an aggressor. I personally wouldn't like it if I were a rex going on a hunt when all of a sudden 20 parasaurs swarmed me and I died before I could have a chance to figure out what was going on. It would be funny to watch, don't get me wrong, but frustrating.

Something like the AI will only attack certain species so long as they feel that they have sufficient numbers to take them on, or how big and powerful the aggressor is. All AI would fight back or flee from carnivores if they were personally being attacked.

In the wild, most herbivores will either make a stand and fight when faced with a predator, or they will scatter and flee. They also won't continue to bully the predator after it makes a kill, they will move away from the scene to try to ensure nobody else gets eaten. There should be a method that carnivores can use to attempt to startle the AI herd into scattering, at which point their reaction to being attacked will be running, and if they fail to make them scatter then the herbivores will stand their ground, protect their young, and 3 call the aggressor. If the predator is bold it will continue with the attack, if they don't think it is worth the risk they will back down.

So people in charge of herds should be able to order two types of moods in their herd, an alert mood, or a calm mood. In an alert mood, herbivores won't be taken by surprise nearly as easily, but there is a catch. When they are in alert mode, they aren't eating or drinking, they aren't resting to regain stamina or heal wounds, they are poised to run at a moments notice. The calm mood is the exact opposite. Herbivores are much more likely to be taken by surprise and scatter, but they are resting and healing, eating and drinking, caring for themselves. Thus, when a predator goes from a crouch to a sprint towards the herd while they are in calm mode, the herbivores will be much more likely to scatter, leaving the weak exposed and maybe even putting young animals at risk of being trampled.

This would simulate a more realistic predator/prey relationship. Smaller predators that require numbers and stamina to take down larger prey would have a better chance at making a kill on both players and AI. A pack of Utahraptors wants to hunt some parasaurs, but there are many of them. Fortunately, they are relaxed and calm. The raptors stalk the herd for some time, getting into the right positions. Finally they charge out. The parasaurs panic and scatter, fleeing in all directions and exposing their young. The Utahraptors pick out a weak animal and jump onto it, slashing its hide with their talons. The animal succumbs to its wounds and the raptors feast. In the distance, the herd has regathered and are now very much alert and wary, but unwilling to approach the carnivores. Another attack on the herd is for now impossible for the raptors or any other predator, but the herbivores won't directly attack the pack unless they attempt another hunt on them while they are alert.
The Tyrant stops as silence is broken at the edge of dawn.

A Trumpet raises the sun to reclaim its throne.

At the top of the hill, the silhoutte of a lone Parasaurolophus cast its lasting shadow over the valley.

With beady eyes brimming with passion, it cries "You may silence our lives, but you'll forever remember our Song!!"

Rex is trampled because collision is now a thing.


But yes, these AI are meant to have a Resolve Stat. They can be intimidated, enraged, and so on. It's effected by their and the players current well being.

The calm and alert mood would likely be extensions of the current calls. A 1 call would tell them to keep alert-"we might be moving, pay attention", a 2 call to soothe them afterwards without letting the entire map know where you are, a 3 call to identify the actual threat and push them into being highly aggressive-snap them out of being afraid, a 4 to retreat.

Like wise, a predator can spook a herd. I crouch towards a herd of maia as an allosaurus, ambush and 3 call into their midst-and this is multiplied with a pack. The AI freaks the ♥♥♥♥ out and scatters, allowing us to single out and kill it. Mean while, the player who's in charge of this herd has to spend time rallying what AI (s)he can and maybe then fight us off. Big difference if they saw us way in advance and raise the resolve of their AI.
Last edited by bigmoe808; Jan 1, 2020 @ 5:26pm
M.R. Smith Jan 1, 2020 @ 6:00pm 
Originally posted by bigmoe808:
Originally posted by M.R. Smith:
There should also be determining factors as to whether or not your AI will attack an aggressor. I personally wouldn't like it if I were a rex going on a hunt when all of a sudden 20 parasaurs swarmed me and I died before I could have a chance to figure out what was going on. It would be funny to watch, don't get me wrong, but frustrating.

Something like the AI will only attack certain species so long as they feel that they have sufficient numbers to take them on, or how big and powerful the aggressor is. All AI would fight back or flee from carnivores if they were personally being attacked.

In the wild, most herbivores will either make a stand and fight when faced with a predator, or they will scatter and flee. They also won't continue to bully the predator after it makes a kill, they will move away from the scene to try to ensure nobody else gets eaten. There should be a method that carnivores can use to attempt to startle the AI herd into scattering, at which point their reaction to being attacked will be running, and if they fail to make them scatter then the herbivores will stand their ground, protect their young, and 3 call the aggressor. If the predator is bold it will continue with the attack, if they don't think it is worth the risk they will back down.

So people in charge of herds should be able to order two types of moods in their herd, an alert mood, or a calm mood. In an alert mood, herbivores won't be taken by surprise nearly as easily, but there is a catch. When they are in alert mode, they aren't eating or drinking, they aren't resting to regain stamina or heal wounds, they are poised to run at a moments notice. The calm mood is the exact opposite. Herbivores are much more likely to be taken by surprise and scatter, but they are resting and healing, eating and drinking, caring for themselves. Thus, when a predator goes from a crouch to a sprint towards the herd while they are in calm mode, the herbivores will be much more likely to scatter, leaving the weak exposed and maybe even putting young animals at risk of being trampled.

This would simulate a more realistic predator/prey relationship. Smaller predators that require numbers and stamina to take down larger prey would have a better chance at making a kill on both players and AI. A pack of Utahraptors wants to hunt some parasaurs, but there are many of them. Fortunately, they are relaxed and calm. The raptors stalk the herd for some time, getting into the right positions. Finally they charge out. The parasaurs panic and scatter, fleeing in all directions and exposing their young. The Utahraptors pick out a weak animal and jump onto it, slashing its hide with their talons. The animal succumbs to its wounds and the raptors feast. In the distance, the herd has regathered and are now very much alert and wary, but unwilling to approach the carnivores. Another attack on the herd is for now impossible for the raptors or any other predator, but the herbivores won't directly attack the pack unless they attempt another hunt on them while they are alert.
The Tyrant stops as silence is broken at the edge of dawn.

A Trumpet raises the sun to reclaim its throne.

At the top of the hill, the silhoutte of a lone Parasaurolophus cast its lasting shadow over the valley.

With beady eyes brimming with passion, it cries "You may silence our lives, but you'll forever remember our Song!!"

Rex is trampled because collision is now a thing.
Lol

Originally posted by bigmoe808:
Originally posted by M.R. Smith:
There should also be determining factors as to whether or not your AI will attack an aggressor. I personally wouldn't like it if I were a rex going on a hunt when all of a sudden 20 parasaurs swarmed me and I died before I could have a chance to figure out what was going on. It would be funny to watch, don't get me wrong, but frustrating.

Something like the AI will only attack certain species so long as they feel that they have sufficient numbers to take them on, or how big and powerful the aggressor is. All AI would fight back or flee from carnivores if they were personally being attacked.

In the wild, most herbivores will either make a stand and fight when faced with a predator, or they will scatter and flee. They also won't continue to bully the predator after it makes a kill, they will move away from the scene to try to ensure nobody else gets eaten. There should be a method that carnivores can use to attempt to startle the AI herd into scattering, at which point their reaction to being attacked will be running, and if they fail to make them scatter then the herbivores will stand their ground, protect their young, and 3 call the aggressor. If the predator is bold it will continue with the attack, if they don't think it is worth the risk they will back down.

So people in charge of herds should be able to order two types of moods in their herd, an alert mood, or a calm mood. In an alert mood, herbivores won't be taken by surprise nearly as easily, but there is a catch. When they are in alert mode, they aren't eating or drinking, they aren't resting to regain stamina or heal wounds, they are poised to run at a moments notice. The calm mood is the exact opposite. Herbivores are much more likely to be taken by surprise and scatter, but they are resting and healing, eating and drinking, caring for themselves. Thus, when a predator goes from a crouch to a sprint towards the herd while they are in calm mode, the herbivores will be much more likely to scatter, leaving the weak exposed and maybe even putting young animals at risk of being trampled.

This would simulate a more realistic predator/prey relationship. Smaller predators that require numbers and stamina to take down larger prey would have a better chance at making a kill on both players and AI. A pack of Utahraptors wants to hunt some parasaurs, but there are many of them. Fortunately, they are relaxed and calm. The raptors stalk the herd for some time, getting into the right positions. Finally they charge out. The parasaurs panic and scatter, fleeing in all directions and exposing their young. The Utahraptors pick out a weak animal and jump onto it, slashing its hide with their talons. The animal succumbs to its wounds and the raptors feast. In the distance, the herd has regathered and are now very much alert and wary, but unwilling to approach the carnivores. Another attack on the herd is for now impossible for the raptors or any other predator, but the herbivores won't directly attack the pack unless they attempt another hunt on them while they are alert.
But yes, these AI are meant to have a Resolve Stat. They can be intimidated, enraged, and so on. It's effected by their and the players current well being.

The calm and alert mood would likely be extensions of the current calls. A 1 call would tell them to keep alert-"we might be moving, pay attention", a 2 call to soothe them afterwards without letting the entire map know where you are, a 3 call to identify the actual threat and push them into being highly aggressive-snap them out of being afraid, a 4 to retreat.

Like wise, a predator can spook a herd. I crouch towards a herd of maia as an allosaurus, ambush and 3 call into their midst-and this is multiplied with a pack. The AI freaks the ♥♥♥♥ out and scatters, allowing us to single out and kill it. Mean while, the player who's in charge of this herd has to spend time rallying what AI (s)he can and maybe then fight us off. Big difference if they saw us way in advance and raise the resolve of their AI.
This is exactly what the AI herds need for the player control to work.
bigmoe808 Jan 1, 2020 @ 6:19pm 
Originally posted by M.R. Smith:
Originally posted by bigmoe808:
But yes, these AI are meant to have a Resolve Stat. They can be intimidated, enraged, and so on. It's effected by their and the players current well being.

The calm and alert mood would likely be extensions of the current calls. A 1 call would tell them to keep alert-"we might be moving, pay attention", a 2 call to soothe them afterwards without letting the entire map know where you are, a 3 call to identify the actual threat and push them into being highly aggressive-snap them out of being afraid, a 4 to retreat.

Like wise, a predator can spook a herd. I crouch towards a herd of maia as an allosaurus, ambush and 3 call into their midst-and this is multiplied with a pack. The AI freaks the ♥♥♥♥ out and scatters, allowing us to single out and kill it. Mean while, the player who's in charge of this herd has to spend time rallying what AI (s)he can and maybe then fight us off. Big difference if they saw us way in advance and raise the resolve of their AI.
This is exactly what the AI herds need for the player control to work.
You and zoinks helped me consider something else.

Stress. Like resolve, this is also a factor in control of the herd. Basically it's what lowers resolve.

The more stressed the AI is, the harder it is to control and keep them in the herd.

Example, you're a Trile alpha, but, you mingle with my para. Us players are cool, but our species aren't the most tolerant of each other and our AI reflect this. The more stressed they get, the more likely they are to leave our herds. Big difference if I was a dibble, we'd be pretty tolerant in that case-hell, we could find and raise each others AI.

Basically, you want to mix herd/pack with other players, that's fine. But you miss all the benefits of AI that I mentioned.
Sable Jan 1, 2020 @ 6:20pm 
The day that a bunch of Parasaurs take down a Rex is the day I'll actually say to buff Rex.
bigmoe808 Jan 1, 2020 @ 6:23pm 
Originally posted by Ninja_.Weasel:
The day that a bunch of Parasaurs take down a Rex is the day I'll actually say to buff Rex.
Lol. Might be quicker than you think.
Last edited by bigmoe808; Jan 1, 2020 @ 6:23pm
M.R. Smith Jan 1, 2020 @ 6:36pm 
Originally posted by Ninja_.Weasel:
The day that a bunch of Parasaurs take down a Rex is the day I'll actually say to buff Rex.
It would be like raiding Area 51, the Rex wouldn't be able to stop all of them.
bigmoe808 Jan 1, 2020 @ 6:43pm 
Originally posted by M.R. Smith:
Originally posted by Ninja_.Weasel:
The day that a bunch of Parasaurs take down a Rex is the day I'll actually say to buff Rex.
It would be like raiding Area 51, the Rex wouldn't be able to stop all of them.
Added Resolve and Stress to the list.
Shadex Jan 1, 2020 @ 11:47pm 
I would love some goal or point to herb game play added besides the current, how long can you survive before you become the meal of our carnivore players.
Darth Absentis Jan 2, 2020 @ 2:03am 
sounds like a good idea tbh, sure would make herbivores actually interesting
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Date Posted: Jan 1, 2020 @ 3:24pm
Posts: 40