Bot_40 said:
Better menu interface
Mainly the game selection screens that annoy me here. I don't want to have to go through 3 tabs just to start a simple game. 1 Giant screen to select a gametype from a big list...
1 giant page just to select the map ...
Bot settings on a completely different tab? ...
those 'giant' pages were in UT99 as well. The only real change is that instead of a small microscopic dialog they've used the entire ff-ing screen.
IMHO it does need a little streamlining to make use the screen-space available like ordinary pc software does instead of the console-style gigantic letters.
I'd definitely like the idea of having a 'simple'-interface variant that had all essential settings on a single page.
Better AI
...
An example of what I would like to see. You are playing a bot in rankin. You are up by the lightning gun with the rl and a bot is down by the flak cannon. You just fire a couple of rockets down and bam - easy kill. The bot records that it was killed at this position - ...
UT2kx-AI actually does register 'dangerous' areas. Altough the real problem is that the threshhold for that effect is a little too high so it isn't that visible in anything except teamgames like CTF with high fragcounts.
...Then exactly the inverse happens ...
That's definitely interesting.
Perhaps it could be like this :
every node is assigned two ratings. One to indicate 'good' places to be when shooting and another to indicate that it is a 'dangerous' area. All the game would have to do is modify the ratings both during and after each game.
However the danger is that it makes bots too predictable as they start to rely on those danger/safe areas for frags. They really need the 'brains' to take a risc.
It becomes even more obvious with onslaught, bots simply learn which nodes are key to win the map. For example, it's a good idea in torlan to rush for the middle node at the start of the game so you can quickly disable the enemies' "base node".
You were complaining that the bots were too predictable. Enhancing their learning-skills like this makes them even more predictable instead of less.
The real trouble is that any bot makes exactly the same decision. I'd prefer an AI-system that would allow for bots to have 'personality'. Something that makes Gorge take route A, while Malcolm prefers route B to a certain location.
Perhaps it could be solved by saving the map-status per bot instead of per map. That way a bot that's been around the map will behave a bit smarter compared to a bot that's literally 'new'.
Taste in music is far too personal, so I doubt they'd be able to please anyone regardless of choice. I liked the sporty/military-theme that UT2k3 used for its menu-music. I tend to like the 'rock'-style tracks (such as the ones used in the merc/juggernaut-entrance music in the UT2k3 intro) instead of the trance/house/electronic-style (or whatever it's called) that were present on some maps.
I'd personally would like them to try a somewhat dynamic mix that changed according to the game/player status.
Better single player system
... I would really like to see a much more open-ended single player campaign thing. A proper league with fixtures against other teams I think would be really cool (like what deathball is implimenting) rather than "here, play these matches, oh well done you completed the ladder, the end" which is so boring.
You've got my vote already, 'cause that's what I've been posting for ages
However something that should be implemented and that could be listed under AI-enhancements : team-personality & (personal) feuds.
Remember Gorge's comment in the UT2k3-intro ?
I'd really like to see bots learn to hate their opponents.
ALso I'd like to see the teams themselves get a little personality.
One of them could operate as if they were a special ops. team (using cover, preferring to take the flag by sneaking in/out of the base), while others might act like complete lunatics (ie : risking everything in an attack, suicide-runs with redeemers, etc.).
Also on the list of singleplayer-enhancements should be a better command-interface for the team. Sure you can order a bot to assist you, but while you're attacking there's no way to give orders to the rest of the team and vice versa. You can't tell them to 'take the left exit' or use the 'upper route' unless you're the one leading them.