Modding brainstorms: Difference between revisions

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{{Brainstorm}}
{{Brainstorm}}
{{UpdatedForOniX|1.0.0}}
Put any ideas for modding here -- though if your idea gives an answer to a criticism posed on the [[Review criticisms]] page, then you might want to post it there instead.
Put any ideas for modding here -- though if your idea gives an answer to a criticism posed on the [[Review criticisms]] page, then you might want to post it there instead.


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==New/revised scenarios==
==New/revised scenarios==
"Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic." - geyser
"Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic." - '''geyser'''


;Taking advantage of savepoint slots
;Taking advantage of savepoint slots
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::::Iritscen, I would take a look at the bomber. He's more active in matter of gunshots. [https://www.youtube.com/watch?v=LxX5dbYGZow (starts at 0:42)] --'''Paradox'''
::::Iritscen, I would take a look at the bomber. He's more active in matter of gunshots. [https://www.youtube.com/watch?v=LxX5dbYGZow (starts at 0:42)] --'''Paradox'''
:::::Interesting, Paradox. That's not a bad radius on the bomber. I did a little testing with the Thug, who was the character that started this little rant of mine, and although his radius for hearing gunfire is quite low, he does at least come find you if a bullet hits near him. So would we have to change an ONCC setting or change a setting for the weapon particle, to make the gun's sound radius larger? --'''Iritscen'''
:::::Interesting, Paradox. That's not a bad radius on the bomber. I did a little testing with the Thug, who was the character that started this little rant of mine, and although his radius for hearing gunfire is quite low, he does at least come find you if a bullet hits near him. So would we have to change an ONCC setting or change a setting for the weapon particle, to make the gun's sound radius larger? --'''Iritscen'''
::::::Methinks that the gun shot's sound radius (red line in vid) is okay as it is now except for the impact's sound radius (yellow line). Should be slightly increased. But in some cases AI seem to "ignore" both (paying quite low attention to it). So, I think the changes you need can be found in [[OBD:BINA/OBJC/CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|ONCC or CHAR (see pursuit modes)]] and might also interfere with part of the [[OBD:BINA/OBJC/CMBT#About_pursuit_distance|combat profile]]. Can't definite say, I hope you will find the answer. --'''Paradox'''
::::::Methinks that the gun shot's sound radius (red line in vid) is okay as it is now except for the impact's sound radius (yellow line). Should be slightly increased. But in some cases AI seem to "ignore" both (paying quite low attention to it). So, I think the changes you need can be found in [[OBD:BINA/OBJC/CHAR#Less_basic_setup|ONCC or CHAR (see pursuit modes)]] and might also interfere with part of the [[OBD:BINA/OBJC/CMBT#About_pursuit_distance|combat profile]]. Can't definite say, I hope you will find the answer. --'''Paradox'''
:::::::I'm having trouble finding any red line in that video. Maybe it's my colorblindness, dunno. At what time(s) does it appear? Anyway, looking at the video, I feel like, in real life, a gunshot's sound would definitely carry all the way across the tarmac. But it seems that if we increased the gun's sound radius as much as I'm thinking, it might be a problem because sounds carry through walls in Oni. So you would end up alerting enemies on other floors in a building and in other rooms. --'''Iritscen'''
:::::::I'm having trouble finding any red line in that video. Maybe it's my colorblindness, dunno. At what time(s) does it appear? Anyway, looking at the video, I feel like, in real life, a gunshot's sound would definitely carry all the way across the tarmac. But it seems that if we increased the gun's sound radius as much as I'm thinking, it might be a problem because sounds carry through walls in Oni. So you would end up alerting enemies on other floors in a building and in other rooms. --'''Iritscen'''
::::::::...sound does travel through walls in real life though. :S --'''Gumby'''
::::::::...sound does travel through walls in real life though. :S --'''Gumby'''
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::::::::Second try. Here's (<nowiki>https://dl.getdropbox.com/u/139715/sound_detection.avi</nowiki>, dead link) the vid in full glory. Don't become irritated by the extra sound sphere... Well, we haven't tested a bigger gun shot radius but I agree with you that the chances are high that it would lead to new problems. --'''Paradox'''
::::::::Second try. Here's (<nowiki>https://dl.getdropbox.com/u/139715/sound_detection.avi</nowiki>, dead link) the vid in full glory. Don't become irritated by the extra sound sphere... Well, we haven't tested a bigger gun shot radius but I agree with you that the chances are high that it would lead to new problems. --'''Paradox'''
:::::::::Thank you, I can see the line now, and the .jpg really helps explain things for me. I think I will withdraw my suggestion about increasing any sound radii. I would still like to see how the game plays with the change in firepower, though. It's not an urgent thing though, so let's just keep it in mind for someone to try in the future. --'''Iritscen'''
:::::::::Thank you, I can see the line now, and the .jpg really helps explain things for me. I think I will withdraw my suggestion about increasing any sound radii. I would still like to see how the game plays with the change in firepower, though. It's not an urgent thing though, so let's just keep it in mind for someone to try in the future. --'''Iritscen'''
==Training level==
The training course is the most absurd part of many games: in Oni's case {{C|0}} is less serious than {{C|11}}, by far. Thus, it is more suitable for blatant cameos. For example, both Motoko Kusanagi from GITS and Gally/Alita from [[GUNNM]] could appear as "sparring partners" late in the training course, probably not in the "default" course but hidden or unlocked in some way. They'd be presented as advanced training droids paying homage to famous anime fighting babes.
Another thing to do is to build some pressure by having Griffin, Kerr, [[Casey]] and a bunch of other cops and scientists supervise Konoko's training in silence (through windows and force fields ahead of Konoko's progression). Casey may join Konoko in one of the training rooms, either to provide some storyline background or to introduce the basic elements of teamplay (both to be developed in {{C|1}} and beyond). --'''geyser'''


==AI improvements==
==AI improvements==
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*adding a new move such as a grab (perhaps stabbing his target with his hand) or a massive throw
*adding a new move such as a grab (perhaps stabbing his target with his hand) or a massive throw


You might say, "Now, hold on, we don't want to make an impossible fight here." But notice point #2 above; it's unclear to what extent Konoko is using, or needs to use, her Daodan abilities to beat Muro. What if we present the fight as being too difficult for her unless she uses hypoes to go into an overpower state? It can be hinted in the Pause Game screen earlier in the mission that she needs to save hypoes for this fight so the player has fair warning. And using a modded ONCC and/or some BSL, we could have her abilities increase dramatically while in overpower, so that she can fight Muro with better odds.
You might say, "Now, hold on, we don't want to make an impossible fight here." But notice point #2 above; it's unclear to what extent Konoko is using, or needs to use, her Daodan abilities to beat Muro. What if we present the fight as being too difficult for her unless she uses hypos to go into an overpower state? It can be hinted in the objective text earlier in the mission that she needs to save hypos for this fight so the player has fair warning. And using a modded ONCC and/or some BSL, we could have her abilities increase dramatically while in overpower, so that she can fight Muro with better odds.


Well, what do y'all think? And feel free to correct me if I mis-stated your point of view, Loser. --'''Iritscen'''
Well, what do y'all think? And feel free to correct me if I mis-stated your point of view, Loser. --'''Iritscen'''
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;Smart alarm behavior
;Smart alarm behavior
Loser wanted to make the AI attack you even when trying to get to an alert console.  I don't think he made any changes in that regard yet, but I was chasing down a ninja Comguy who wanted to push the alert button, and when I got in his way, he *did* attack me. I think that further increasing the likeliness of the AI to attack you while in run-for-alert-console mode is not necessary, and maybe even a bad idea, since they can now dash as fast as Konoko, and so it's much more exciting/frightening when they run for the console. Staying and fighting would make them less of a threat, really, since after pressing the button they will fight you anyway and then you will also have other problems to deal with too. So I vote for "no change" in this regard. --'''Iritscen
Loser wanted to make the AI attack you even when trying to get to an alert console.  I don't think he made any changes in that regard yet, but I was chasing down a ninja Comguy who wanted to push the alert button, and when I got in his way, he *did* attack me. I think that further increasing the likeliness of the AI to attack you while in run-for-alert-console mode is not necessary, and maybe even a bad idea, since they can now dash as fast as Konoko, and so it's much more exciting/frightening when they run for the console. Staying and fighting would make them less of a threat, really, since after pressing the button they will fight you anyway and then you will also have other problems to deal with too. So I vote for "no change" in this regard. --'''Iritscen'''


:"This is a mistake". The point of Loser's aproach is that AI will interrupt their console-running job only when the player is about to take advantage of them (e.g., tackle them - Konoko still dashes faster than anyone except for Ninjas - or backbreak them at the console). They will then resume running as soon as they've put some distance between them and the player (e.g., by knocking the player down and/or retreating). This should much more consistent than the way it happens with the original AI: if you force a console-running AI to fight back, they typically won't resume the alarm-running job when they have the chance. --'''geyser'''
:"This is a mistake". The point of Loser's aproach is that AI will interrupt their console-running job only when the player is about to take advantage of them (e.g., tackle them - Konoko still dashes faster than anyone except for Ninjas - or backbreak them at the console). They will then resume running as soon as they've put some distance between them and the player (e.g., by knocking the player down and/or retreating). This should much more consistent than the way it happens with the original AI: if you force a console-running AI to fight back, they typically won't resume the alarm-running job when they have the chance. --'''geyser'''