[AI/pathfinding/Formation ideas] Walk in leader's f'steps | UPD.: formation ideas, 360° rot.
caruga
Member Posts: 375
Update: added these ideas to the thread--make this the generalised thread for pathfinding and formation features?
To quote the beamdog thread:
To quote the beamdog thread:
have (as [a toggle]) the AI make the other party members walk exactly in the leaders' footsteps rather than each performing their own pathfinding independantly. Would be useful for goose-stepping around traps or avoiding encounters you know the location of in advance, where one member might wander slightly off course and 'touch' an undesirable zone.
Post edited by caruga on
5
Comments
1. Make it possible to maintain a formation around the party leader in this mode (or any other?). Straight line would be the default (imagine the game 'snake'). I'd just like to see them maintain the formation consistently rather than constantly breaking apart and regrouping like they do now, only reaching the formation as they reach their destination and stop moving (and sometimes they manage to screw it up anyway).
In other words, a stronger tandemisation of the group formation mid-motion, if you catch my drift...
Update: Probably redundant/ already implemented
2. I never actually relied on formations in BG because they were unreliable due to having little control over the orientation of the formation--e.g. they could be in an arrow shape, but it wasn't easy to predict which way that arrow would face.Maybe allow one to get a visual of the formation orientation prior to clicking and have it possible to reorientate the 'formation-to-be' (maybe with the A & D keys as per WASD).
To clarify, imagine a faint outline indicating the formation that will group itself located at wherever you hover the mouse prior to clicking. It will adapt (as it currently already does) occording to the shape of the space occupied and the direction they are heading, but you can also use keys to rotate a full 360° as an offset from the default (i.e. each one of these possible orientations gets rotated a fixed amount wherever you place the pointer).
Fair enough. I still wouldn't use formations as they are, because I felt that they maintained their formations rather clumsily, hence my other idea.
i think simply a pathfinding in general needs to be improved for those stupid instances of looking for a way across the bridge that is in front of you on the opposite side of the map.