Are there any SP campaigns where higher difficulty is not equal to insta-killing you but instead equal to actually smarter AI?
That's pretty close, thanks. But what I noticed in alot of games, in particular Gears and Halo, is that the hard was more "Less health, more explosions" than what I wanted was something like crysis, to where it was something more substantial, like the enemies speaking korean and such. I really like that kind of difficulty curve and wanted to know if there was a game i missed with that.Wuffykins said:Mount and Blade Warband comes to mind. Though there isn't a 'Easy -> Hard' selection per se, you can customize the difficulty by choosing the AI's competence in battle against you. Other selections involve damage done to you (think it starts at 25%), damage to your army, and if you blocking is automatic or manual or something of that sort. It then gives you a percentage on how difficult a game you're playing.
Hope that's along the lines of what you meant.
Hmm, maybe I should of thought of this. Better late then never. I know about the difficulty thing in RTS, but I don't really like playing them very much. Didn't really click. Some i do play, but it's not my favorite.RaphaelsRedemption said:I can't really help unless you tell me what platform you use, what genres you mean and what other titles you enjoy.
I mean, there's tons of RTS games that allow you to customise your enemy, but maybe that's not what you want...
I like tbs. And yeah, I know this to be true, but it's so awesome when actually done.Lightslei said:Well you could always pick up some Turn Based Strategies (no, not like FF) like the advanced wars game that I think have a decent learning curve from the start.
The problem with what you want is coding AI isn't all that easy.
That sounds pretty awesome- I'm also looking forward to the Fallout NV survivalhardcorewhatever thingCCountZero said:I think the coolest example I've seen in recent memory is Metro 2033's Ranger Hardcore.
Basicly, gives you much less ammo (reduced to 10% or less), makes all attacks (yours, allies and enemies) do more damage, and removes the entire HUD.
This also serves to make the game - which I find very immersive and atmospheric - even more so.
This type of thing is great for a game like Metro, though, because it still allows you to emulate most of the things the HUD usually does for you.
Say, you're using a specific weapon, which has a see-through magazine. So you still do have an ammo count, if you can read it right.
I dunno, when I played it on legendary it was more like LOLREVENANT than that. Maybe it was just me.Siuki said:The Enemy AI in Halo: Reach is super-boosted when you play with more people or on Legendary(or both, if you're crazy). Just that would be too easy, so the Invis Focus Rifles and Ridiculous help come in handy. For the Elites.
Taleworlds deserve serious credit for having the chops to program an AI that decides which of its arsenal of tactics to use based on difficulty level. On the lower level, it won't seek cover or brace spearmen or charge cavalry into vulnerable flanks or otherwise behave like an intelligence. On the top AI level, it's uncanny how strong the strategic level is there. Still vulnerable to brute force (I find there is very little in that game that the virtual bear cavalry that is my Swadian Knights elite battalion can't smash through), but brute force takes real time and effort to bring about.Wuffykins said:Mount and Blade Warband comes to mind. Though there isn't a 'Easy -> Hard' selection per se, you can customize the difficulty by choosing the AI's competence in battle against you. Other selections involve damage done to you (think it starts at 25%), damage to your army, and if you blocking is automatic or manual or something of that sort. It then gives you a percentage on how difficult a game you're playing.
Hope that's along the lines of what you meant.