- 1,168
- England
I would like the AI to work closely with the more involved 'career' that PD has mentioned. The game would have a base AI made to the most realistic standard that time, money and CPU capacity allows, but within that there are persona's.
Let's say that there are 100 or so persona's available for the game to choose from randomly for each race, each with different capabilities depending on the track and type of car.
So instead of rubber banding there is a chance that the player will be up against a outstanding driver or two on that given track pushing that type of car is faster then what a normal AI driver would be able too, at the same time there would be persona's who struggle with that combination fleshing out the hopefully larger grids. For each race the game would pick a AI opponent who is best matched to challenge you and would be your main rival in theory pushing you to the end.
'Bugger, iam up against Bob McBobinson, he's awesome with FR's on high speed tracks'.
Obviously if the base AI isnt good enough then we will probably end up with a bit of rubber banding which will be a shame.
Let's say that there are 100 or so persona's available for the game to choose from randomly for each race, each with different capabilities depending on the track and type of car.
So instead of rubber banding there is a chance that the player will be up against a outstanding driver or two on that given track pushing that type of car is faster then what a normal AI driver would be able too, at the same time there would be persona's who struggle with that combination fleshing out the hopefully larger grids. For each race the game would pick a AI opponent who is best matched to challenge you and would be your main rival in theory pushing you to the end.
'Bugger, iam up against Bob McBobinson, he's awesome with FR's on high speed tracks'.
Obviously if the base AI isnt good enough then we will probably end up with a bit of rubber banding which will be a shame.