Minor Improvement - Signs of Battle

#1
Since it is implied that it is the Chaos Insurgency that caused the breach, it would make sense they would have ground troops moving in with jets and whatnot. I don't think this would have to be shown, but maybe minor feature like these could be clues to a battle erupting.

1) A room with knocked over tables and files with a sort of station with multiple TV's like that show messages appearing like "Tower Alpha has been destroyed", "Counter-APC Unit has been disintegrated","Red Alert, get the Evac Apaches prepped."
2)A walkway with Chaos Insurgency modeled guards firing at MTF modeled guards for a brief moment, then the Insurgency will kill the MTF's and run across.
3)(This might be really hard to model, so this isn't quite minor.) A walkway that has windows on the sides that show helicopters outside firing at unseen targets, various firefights, and coming from other parts of the facility. This would only appear once in the game, and only near gate A.

Thoughts?

Re: Minor Improvement - Signs of Battle

#2
Why not just Dynamic AI; so at the beginning of the game several dozen scientist, Class D + Guard soldier NPC's are spawned randomly in different rooms across the generated map, they attempt to escape, run into other SCP's exiting they're containment cells, fight them, die; Bullet holes in the walls, blood, bodies, some get away as survivors and hide somewhere, etc. You can find survivor NPCs, you can hear them be found (Generally by gunshots or screaming) by other SCP's as they wander around.

I think this is better than seeing the same pre-placed random bullet hole decals, etc in the game as you go around.

Re: Minor Improvement - Signs of Battle

#3
Mirocaine wrote:Why not just Dynamic AI; so at the beginning of the game several dozen scientist, Class D + Guard soldier NPC's are spawned randomly in different rooms across the generated map, they attempt to escape, run into other SCP's exiting they're containment cells, fight them, die; Bullet holes in the walls, blood, bodies, some get away as survivors and hide somewhere, etc. You can find survivor NPCs, you can hear them be found (Generally by gunshots or screaming) by other SCP's as they wander around.

I think this is better than seeing the same pre-placed random bullet hole decals, etc in the game as you go around.
isn´t that something a little bit complicated?
(Im up for this, but it could be hard to put it in the game)
How about a nice game of chess?

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Re: Minor Improvement - Signs of Battle

#4
Mestiar wrote:
Mirocaine wrote:Why not just Dynamic AI; so at the beginning of the game several dozen scientist, Class D + Guard soldier NPC's are spawned randomly in different rooms across the generated map, they attempt to escape, run into other SCP's exiting they're containment cells, fight them, die; Bullet holes in the walls, blood, bodies, some get away as survivors and hide somewhere, etc. You can find survivor NPCs, you can hear them be found (Generally by gunshots or screaming) by other SCP's as they wander around.

I think this is better than seeing the same pre-placed random bullet hole decals, etc in the game as you go around.
isn´t that something a little bit complicated?
(Im up for this, but it could be hard to put it in the game)
It would be like wolves killing pigs in minecraft. But then each NPC would need a health bar and attack or something.
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Re: Minor Improvement - Signs of Battle

#6
Maybe you could make that some kinds of NPC spawns in determinated rooms and they try to scape the facility, but most of then getting killed by SCP 173/106/096 or even 682 (overly mutilated corpses yay) but they cant get spawned at the same time, it will end up being a clusterfuck of death and lag(?)
How about a nice game of chess?

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Re: Minor Improvement - Signs of Battle

#7
whathopercy wrote:It would be cool if they made the site a dynamic environment. But wouldn't all the NPC's eventually get killed off? Not to mention it would be hard to code, especially with the current engine.
Yes, all NPC's would eventually get killed off. Perhaps a few would survive that is if Nine-Tailed-Fox found them first. (Or that could fail if Nine-Tailed-Fox got wiped out somehow).
Mestiar wrote:Maybe you could make that some kinds of NPC spawns in determinated rooms and they try to scape the facility, but most of then getting killed by SCP 173/106/096 or even 682 (overly mutilated corpses yay) but they cant get spawned at the same time, it will end up being a clusterfuck of death and lag(?)
Yeah, that's sort've the idea. Models don't render when they're out of the Players LOS, so it's just AI running calculations (Okay, find the nearest path to Gate A/B, etc..) then them trying to get out, or deciding to hunker down + hide in a room to wait, trying to defend themselves. There wouldn't be massive lag, I haven't personally heard of slowdowns due to large-scale AI calculations.
Destructoid wrote:It would be like wolves killing pigs in minecraft. But then each NPC would need a health bar and attack or something.
Yes, or to give a little bit more of an example, it would be like Security Guards & Scientists from Half-Life. They know where the exits are, they try to get there, or perhaps decide to hide. SCP's trying to kill them are like HECU, so they're chances of making it are slim. Guards + MTF are still hostile to the player though, perhaps other Class-D's + Scientists will be neutral or hostile towards the player as well.