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Full Version: Co-Zeus: Implementation and Ideas
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Using multiple Zues entities (from here on Co-Zeus)  can facilitate cool scenarios that are simply not possible due to the Arma AI limitations. Here are my initial ideas that can spice up missions and or even be the basis for unique ones.
Co-Zeus will also provide players who died early to spend the time in a more meaningful way, without resorting to senseless respawn.
Of course, a Co-Zeus is at the service of the primary curator, following his instructions to the letter. His position is used to enrich the experience of the players, and that should remain the main priority
Mission makers can also use Co-Zeus in dynamic way, for example, a player start as Co-Zeus, and switches to a player slot once his Co-Zeus task is complete.
My train of thought was simply think of actions the AI cannot do or doesn't do well, and see how a Co-Zeus can utilize it to allow for a new and believable scenario. If you have more ideas, please post them and I'll update the OP accordingly.

Role Playing
  • [size=1em]Acting as a rescued hostage - act as shell-shocked, give away what the captors have said before he was rescued by players[/size]
  • [size=1em]Acting as an enemy prisoner - try to escape, react realistically to gun points, might try to grab a weapon and fire back, follow players orders - sit, go prone, etc.[/size]
  • [size=1em]Acting as a scared civilian (god damn BIS for all male world)[/size]
  • [size=1em]Acting as a dying enemy soldier[/size]
  • [size=1em]Varanon - Zeus plays a fugitive, basically, trying to either get away from the players, or trying to steal something from the players (transportation, etc)[/size]
  • [size=1em]Two Co-Zeus are talking, players need to eavesdrop (primary Zeus will let them know to start talking once confirming players are in hearing range)[/size]

Tactical
  • Pilot-gunner in a gunship
  • Jet pilot making low altitude passes over the players
  • Pilot-door gunner with a search-light searching for players + using a public announcement recording?
  • Driver-Gunner - Turned out commander suppressing with MG
  • Creating a heavy UGL smoke screen to mask players before AI assaults through it using thermal sights
  • Using remote charges
  • Using VBIED to drive into player held building and detonating while shouting Allahu Ackbar (ACE might be required for non scripted solution)
  • Co-Zeus driving a convoy (to mitigate horrendous AI driving)
  • Take position in buildings and suppress players
  • Stag - Realistic call for fire, and fire correction for artillery. Zeus can easily spawn shells.
  • [size=1em]Controlling a Darter UAV and scaring the players with it Smile [/size]
  • [size=1em]Doing a proper car chase with co-zeus driving. If there's an additional co-zeus, he can FFV at the players![/size]
One for the role playing section:

Zeus plays a fugitive, basically, trying to either get away from the players, or trying to steal something from the players (transportation, etc)
Added Varanon's idea and:
  • Doing a proper car chase with co-zeus driving. If there's an additional co-zeus, he can FFV at the players!
With Co-Zeus you could facilitate larger combined arms missions with the entire goal of making the active players feel they are apart of a larger military engagement.

EG Main Zeus ensures all proceeding according to mission intentions (including Hostile AI)

Co-Zeus would be in control of a mechanize Ai platoon or MBT platoon, or Artillery to be called in on a certain grid (yes I know LAMBS can do this, but having players interact with actual players for fire for effect just gives it that human touch.)

Co-Zeus would be responsible for ferrying respawned players (if permitted) back into action. Using only the available equipment (once it's gone it's gone).

Win lose or draw the intention would be to facilitate a larger battle orchestrated around the players without the Player commander being overwhelmed with having to instruct every single unit player and or AI.

Back when I playing OFP and early days of ARMA we would have killed for this functionality. We had to craft ludicrously complex missions (using things like the chain of command) just to achieve it with no guarantee of success due to tech being limited and no JIP.