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View Full Version : CPU-controlled promoton AI


Makhai
04-19-2011, 08:23 AM
The one thing that keeps this game from being truly special is promotional AI.

GAMMA isn't the bloodthirsty, tyrannical, expansion-oriented operation hell bent on poaching talent, locking fighters into long-term contracts, and buying-out promotions that won't cave all the while having matchmaking that is rankings centric, in a no-nonsense style that incentives action. ALPHA-1 isn't the larger-than-life, star-focused entity hell bent on putting on an amazing TV event rather than focusing on housing the sport's truly elite. Overpaying those stars, putting on strange undercards and running loaded yearly GPs along the way. And so on.

How to do it would be tricky, and probably a real pain to implement, but I think the easiest way would be to have an AI-tab in the database. That would allow mod-makers to either choose one of a number of archetypes, or maybe, create their own using sliders.

Example
GAMMA:
Focus on expansion: 100
Focus on homegrown talent: 65
Interest in foreign talent: 100
Interest in Talent Poaching: 100
Temperament(effects propensity to try and poach all worthwhile talent from you after having a star poached) 100
Willingness to Add Division: 100
Interest in WMMA: 0
Contract restrictiveness: 100
Focus on Star Building: 100
Title Contender "Fairness:" 85
Willingness to Co-Promote: 0
Loyalty: 75

I feel something like this would be a game-changing feature to add challenge to the game world, increase realism, and also make every promotion that spawns more than, as Dana White has famously said, two nickles, and 3 letters.

AlexB
04-19-2011, 01:50 PM
The one thing that keeps this game from being truly special is promotional AI.

GAMMA isn't the bloodthirsty, tyrannical, expansion-oriented operation hell bent on poaching talent, locking fighters into long-term contracts, and buying-out promotions that won't cave all the while having matchmaking that is rankings centric, in a no-nonsense style that incentives action. ALPHA-1 isn't the larger-than-life, star-focused entity hell bent on putting on an amazing TV event rather than focusing on housing the sport's truly elite. Overpaying those stars, putting on strange undercards and running loaded yearly GPs along the way. And so on.

How to do it would be tricky, and probably a real pain to implement, but I think the easiest way would be to have an AI-tab in the database. That would allow mod-makers to either choose one of a number of archetypes, or maybe, create their own using sliders.

Example
GAMMA:
Focus on expansion: 100
Focus on homegrown talent: 65
Interest in foreign talent: 100
Interest in Talent Poaching: 100
Temperament(effects propensity to try and poach all worthwhile talent from you after having a star poached) 100
Willingness to Add Division: 100
Interest in WMMA: 0
Contract restrictiveness: 100
Focus on Star Building: 100
Title Contender "Fairness:" 85
Willingness to Co-Promote: 0
Loyalty: 75

I feel something like this would be a game-changing feature to add challenge to the game world, increase realism, and also make every promotion that spawns more than, as Dana White has famously said, two nickles, and 3 letters.

This is an awesome idea. TBH WMMA 3 is a great game in the short-medium term, but under the hood is not all that deep. Something like this would make that short-medium term last much longer, and massively enhance the game

curtains
04-27-2011, 03:42 PM
FWIW I thought the Comp AI was actually much better in WMMA2. In WMMA3 games where you just play as an observer are virtually worthless, as the AI just doesn't run enough shows. Also there is a much higher frequency of fighters being ignored for periods of over a year, often some of the most popular fighters on the roster. I really do wish that more detail was paid to the AI, as that was one of my biggest issues with WMMA2.

The good news is that when you play as a human controlled organization, the game is still fantastic.