rayen020 said:
UnrealCanine said:
Alyx from Half Life 2 had regenerating health, so fast she was almost immortal. Don't expect to sit back and let her do all the work though
yeah. I was thinking of alyx all through reading this article. However i think valve has proved on multiple occasions to be the exception that proves the rule. although i will admit alyx never really felt like an escort. more like a turret that i didn't need to carry with the gravity gun.
She was pretty much /my/ escort during the beginning of HL1 where ammo is scarce (on Hard at least) and you learn to rely on using your flashlight so she can unload her bottomless magazines.
All in all she was more of a partner than an escort really.
Susurrus said:
I thought a really interesting take was that in Metro 2033.
I actually thought that scene was too tame.
They did everything to take out the frustrating parts of an escort mission, but that took out so much of the escort mission that gameplay-wise you only noticed the heavier mouse control and got some... "advice"? I thought checking every nook and cranny was one of the first things Metro players learn, so by that part in the story they shouldn't need such a "tutorial" anymore (could've been nice as one of the first missions tho with the tutorial possibility in mind).
The kid wasn't even all that torn apart by his loss. I guess it's partly fault of the mute protagonist type (why they made him silent in gameplay but gave him a voiceover in the loading screens I have no idea), but the boy really took the initiative and overall seemed very unbelievable as a human character in my opinion.
Not to say the mission was terrible or something, it was just that it wasn't much of an escort mission.
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I'd actually very much like for the Damsel In Distress stereotype I usually dislike to make a return in escort missions as long as the character is written well enough so we care for him/her. An escort mission loses its value if the ones you protect get too powerful and capable, but that's exactly what devs do to make it less frustrating. When really we just need a little bit of smarter AI so we get the feeling we're completely responsible for whether our friend dies or not and it's actually a challenge to protect them, not a matter of shooting bad guys until they shoot your VIP to death.
I think you don't even need NASA AI for that if you put control in the player's hands without making it obvious and without making it too easy.
For example, make the AI follow your path and execute the same actions as you at the same time as you did. Then you should have to only blame yourself. Press button once, path is being recorded. Press button again, old path is discarded and new path is recorded. Double tap button, path is executed by the NPC. Hold button, NPC will determine the closest route to your current position and follow it at your own risk. Hold button while NPC is next to you and they'll stick as closely as possible to you (while still mimicking all your actions like ducking behind cover). You lose this "auto-follow" the next time you use the button. Button + mouse click will make the NPC go to the position in your crosshair while auto-calculating the shortest route at your own risk again.
In battle, the NPC will stick to the closest bit of cover, but if there's no nearby cover they'll hide behind you and yell if they see someone behind your back. Once you move closer to cover, the NPC will favor that cover so they don't get in your way. Tho I guess you need some advanced AI to determine what is real cover and what's standing on the side of the wall the enemies are shooting at.