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rocket

USEC Dynamic Combat Intensity

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Suite of scripts that generates side missions and main assaults that varies the intensity of the conflict based on those playing and their chosen roles, to provide a highly intense, challenging, and exciting gameplay experience that is different every time

As part of the USEC Revolution system, I have developed a method of creating side missions that dynamically alters the mission according to the number and type of players in the game. The plus is that players can seamlessly drop in and out of the mission, get professional briefings, and play a different mission experience each time.

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The missions are entirely randomized, using the Location/Building/Road placement to generate the missions. Currently there are seven types. Below is a demonstration of the latest version of the Dynamic Combat Intensity system in the King of the Hill mission, where you have to protect a particular location that is vital to an allied attack.

The balancing of the AI is such that it is not too difficult, but not too easy. The aim was to reduce the frustration of typical missions and really push the concept of teamplay. When combined with a medical system (the video uses the USEC Revolution medical system) teamplay becomes essential to surviving a side mission. The randomization of both the details of the mission (location, building types) and the AI Behaviour (some groups will rush, some will stop to provide cover) provides a huge level of variety and we found ourselves replaying the same side mission again and again. "King of the Hill" is currently the favourite of all the mission types so far.

System is to be released separately as a module like the LHA AI Airboss. It is currently in beta testing with those chosen from the volunteers for the AI Airboss testing, thank you everyone for your help.

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Fantastic work Rocket ..... looking forward to seeing this roll out in the future !

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