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-
- Alien Behaviour Ideas
- =====================
-
- 1. Control points around a level, together with a table of
- 'nearest pt in direction of one point from another' values
- can be used for the following purposes:
-
- a. To give a direction for sounds to come from when a noise
- is made in a remote location.
-
- b. To give aliens a means of tracking you by sound alone.
- To allow aliens to 'know' their way around and so, in
- later levels, fight more intelligently.
-
- Expansion of ideas:
-
- 1b:
- Aliens can 'hear' a noise coming from the nearest point, and
- head towards it. They will remember, until another sound distracts
- them for example, the way they have come, and so not retrace their
- steps. So if they are in a corridor, they will continue until they
- are unsure of which way to go. Then they will either decide to
- guess, or stop and wait for another sound to give them a clue as
- to where you are.
- Levels of difficulty:
- Easiest: The aliens have no memory of where they have been
- and behave in a purely reactionary fashion; they
- either have to hear or see something to move, and
- do not remember the last seen position of the
- player.
- Hardest:
- The aliens have a good memory for where they have
- been and can decide to guess or wait at crossroads
- or points of uncertainty. If a guess is made and
- a subsequent noise makes them retrace their steps,
- they will continue to the last point of uncertainty
- and make another guess. They can also look ahead to
- the next point of uncertainty, and see if they could
- send another group to the same point via a different
- route.
-
- To make sure the game does not become impossibly hard, it is
- important to balance the intelligence and teamwork of the aliens
- with devastating firepower and the ability of the player to 'fool'
- the aliens into doing things wrong. For example, leaving time-delay
- bombs around will distract them, setting off sirens will draw them
- into killing-grounds (hopefully) and setting pressure mines in
- corridors and then making lots of noise at the other end will blow
- them up as they come charging to attack. Access to the computer will
- become more important tactically, to close doors, activate robot
- or turret sentries and so on. Say you have a large room with two
- dormant turrets, and sealable doors. Careful scrutiny of the
- map via the computer will reveal this fact, and the player could
- arrange to lure a large number of aliens into the room, seal the
- doors and activate the sentries, which would eliminate a good deal
- of the threat. The aliens would also be guarding certain important
- areas such as egg-chambers, and sending in robot attack drones would
- cause marauding aliens to retreat and defend. Certain objectives
- would need to be accomplished before a level could be left
- successfully.
-
- Example Mission objectives:
-
- Retrieve a communications device from the inoperative command centre.
- Attract minimum of alien attention and get out as quickly as possible. This
- mission could be played in many ways; for example there could be security
- zones the player could either try and bypass, obtain clearance through
- hacking of a terminal (which happens to have some aliens lurking nearby)
- or just plough through, activating the alarms and the robot sentries and
- attracting the attention of the aliens, and try to blast a path back to the
- exit.
-
- Clear out a section so medics can get through to attend wounded
- people on the other side. First the area must be sealed from further
- infestation (By accessing the computer terminals and getting clearance) and
- then you must wipe out the aliens already present.
-
- Act as an escort to some people (Techs or medics or survivors) to
- get them out of a section alive. You can tell them where to head for
- and try to keep them out of trouble (seal them in rooms so the aliens cant
- get at them, then try and clear a path) or just run through as quickly as
- possible, blasting away. People might panic and run away; you have to
- decide whether to go after them and try and save them, save the rest and
- then go back and rescue the others before implantation, or whatever.
- Take too long and the aliens will find you and ambush you, killing everyone.
-
- You might have to seal areas to restrict the movement of aliens
- around the ship, by closing and welding shut doors or whatever.
-
- The alien queen will obviously come into things at the end, and
- will be really hard to kill, really clever and able to control things like
- doors and so on, so it will be a challenge trying to weaken her with
- different tactics before going in for the kill.
-
- Different types of alien will be around; humanoid aliens, four-legged small
- but fast types, large and really thick-skinned, and so on. The best way
- is to use the kit-form aliens with heads, arms and so on applied seperately.
- That way huge numbers of frames are possible (Say 25 frames for running,
- special moves for when they are looking around, uncertain of where to head
- next), leaping attacks and feasting on victims, dismembered aliens lying
- around, injured aliens with arms blown off and screaming defiance.
- Aliens can also 'play dead', waiting until your back is turned or you
- step too close before attacking.