Pattern Recognition Addiction

That's what makes top down space combat so addictive.  This type of game is ultimately a flowing dance of various patterns that a person comes to recognize and seeks to repeat the successful ones, giving them an actual chemical rush when successfully "pulling off one of the moves".  It gives this type of game a long term appeal to those who get into it.  People actually become addicted to these types of arcade games.

Which is one of the reasons base defense, capture the flag, and space hockey would be more popular than most would imagine:-)

 

358 views 5 replies
Reply #1 Top

Not a fan of pattern based playing. I believe in adaptive engagement. The AI should learn to change its tactics once a certain number of like ships have been destroyed by the player.

Reply #2 Top

Pattern Recognition Addiction is an aspect of this type of game, one of the things that makes it so popular.  No matter how you design the ships or combat environment this aspect will still be there.

Reply #3 Top

Quoting SavageMind1, reply 1

Not a fan of pattern based playing. I believe in adaptive engagement. The AI should learn to change its tactics once a certain number of like ships have been destroyed by the player.

I don't think SD has resources for THAT kinda AI. Besides, SC doesn't even need it.

Reply #4 Top

The AI of the original SC that so many people seem so impressed with mostly consisted of "1) attack player, 2) Avoid player if his gun is pointing at you."  Individual ships generally had some specific rules they followed based on their weapons/devices but it really was very simple.  What gamers call "AI" is usually some type of illusion that is far more simple than the gamer believes it is.

 

Reply #5 Top

I'm sure the AI had a little bit more going than that.

 

It probably also had engagement circles, shooting conditions, and evasion tactics.

I remember how the Druuge always tried to keep as much distance as possible away. And they could do so because their weapons have a very long range.

 

So most likely it will follow a certain set of rules:

1) If enemy faces you (weapon line of sight) and is within X range then run-away/evade and try to fly behind enemy back or until enemy does not face you.

2) Stay at the maximum range of weapon.

3) Shoot at enemy whenever possible.

3) If enemy is too close (within X range) use Special. (For the Pkunk that would be activated every time it is not attacking and needs power).

4) If cannot get close enough to enemy to cause damage within X time, or you get damage within same time frame, then fly away and do X manoeuvre.