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.