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Old 03-15-2010, 03:51 PM   #51
cm.
Default Re: AI: None PLz.

Quote:
Originally Posted by clueless_noob View Post
Does the AI characters have really weird sense of humor?
Well they talk funny. I guess that counts :P


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Old 03-15-2010, 03:58 PM   #52
$pyker
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Default Re: AI: None PLz.

If you knew how arma worked you would know that whether there is ai or not is down to the individual mission. If you want pvp dont place any ai or turn ai off. Simple as.
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Old 03-15-2010, 06:41 PM   #53
Pedz
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Default Re: AI: None PLz.

Please no ai.. I have had enough of their robotic constant tone...(annoying call outs every 2 seconds in the campaign.. Also they tend to have a hell of a better vision than the standard player..


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Old 03-15-2010, 06:49 PM   #54
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Default Re: AI: None PLz.

AI can neither be turned on or off by the pr devs, so please stop asking!

AI is controled by the mission designer. There are ways to turn AI off in the lobby of a server.


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Old 04-14-2010, 07:45 AM   #55
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Default Re: AI: None PLz.

OMG i dont think anyone wants AI for the Blufour but for the enemy why not? Also what about civillian AI, thats important for gameplay!
Look:
http://www.realitymod.com/forum/f441...ml#post1321552


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Old 04-14-2010, 08:26 AM   #56
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Default Re: AI: None PLz.

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Originally Posted by XXLpeanuts View Post
OMG i dont think anyone wants AI for the Blufour but for the enemy why not?
PR:ArmA wil focus on PVP there will be players on both teams. so AI on one team will still be BLUFOR for some.


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Old 04-14-2010, 08:41 AM   #57
XXLpeanuts

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Default Re: AI: None PLz.

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Originally Posted by gazzthompson View Post
PR:ArmA wil focus on PVP there will be players on both teams. so AI on one team will still be BLUFOR for some.
Lol i yea i thought that when i put it, but there may be coop at some point, since it will be a hell of a lot easier to do than PR BF2, its all there for the devs already.

But yes i would hope its going to be PVP as thats what PR is about, PRSP/PRCOOP is AI based.

What im really interested in is Civillian AI, noone wants to play as civies, but its an essential part of realism to have them there!


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Old 04-15-2010, 12:22 AM   #58
xenimus
Default Re: AI: None PLz.

I have had someone ask while watching me play PR. "where are all the civilians of the city?" I explained that it is just not possible with this engine. and have eventually concluded that it is essential to realistic combat situations.

hopefully it can be achieved here, and thats why there is a push to develop this engine. and one reason why i am so interested.

one of the major problems with AI soldiers being in the game, is that i get ZERO satisfaction from killing them. nothing. but killing a player on the other hand, i make them angry, confused, just destroyed , and dead dead dead! that pos... and that is highly gratifying to ME.

I am glad to hear that PR's major focus here is to fix this problem of too much AI in ARMA2.

The fact is, the gaming community is aging, and their tastes have advanced.
catering to the lowest common denominator just does not make the product many of us are looking for.
and the fact is, those without taste can handle the type of gameplay PR has provided in the past, its proven by their amazing success.

so in conclusion. AI should be limited to training and civi. base defense sounds good too.
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Old 04-18-2010, 01:48 PM   #59
[R-COM]rushn
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Default Re: AI: None PLz.

i think having base def and civy is an amazing idea that couldn't be implemented in PRbF2

but I think if the commander had a squad that he/she could control would be fun and great
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Old 04-18-2010, 02:16 PM   #60
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Default Re: AI: None PLz.

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I think if the commander had a squad that he/she could control would be fun and great
He has them already. They tend to have mind of their own, though
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