GTAV A NewGTAgame!

GTA AI Stats

Hi, dis is Niko.
Before we start, lets have a recap on what we mean by AI. AI is the acronym for Artificial Intelligence, but in this context here in the GTA game, we mean the AI's within the game. The people in the game that are not player controlled. Although we might (and should), be able to influence what they do and give them orders etc.  They are basically independent artificially intelligent beings within the game that can do as they please, working to a set of game rules or stats that are predefined.


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GTA AI Stats, is something whereby each of the thousands of AI's (Pedestrians and everyone you meet in the game-world), would have their own set of stats. In my perfect type of GTA game, you can just play like as per GTA4, through a set of story-line missions, or you can also own and run most of the different businesses in the game world.



I talked about a stats card. Ideas for what labels for skill-sets needed on the card. I will always miss some point, so please write in with your own ideas so that I can build a stats card suggestions list.

Please write about your suggestion and explain what you mean, don't just write a title. It may be obvious to you, but others like myself might not understand what you mean. Read mine, you'll get the idea.

Ideas to get you started.
Age.  Age would be key in selecting character appearance.

  • The AI pedestrian or AI character would be randomized from a template of age relative looking characters. Since there are no children in GTA, I suggest that characters start at about age 18 or 21, however best the legal side of portraying characters is seen around the world. 
  • It is a difficult one because you will notice that; In all of these types of games, GTA, Mafia, The Godfather etc; Never do you see any children, so I think obviously there must be a legal and ethical reason behind that.
  • The youths would form the street-gang-land side of the game in the different areas. From rich boy racer types with flash cars, through to 'The Warriors' style of gangs in the poorer areas, who ride the subways etc. There would be different types of gangs like we had in San Andreas. But there would also be, different family or business type gang organisations like in 'The Godfather' and 'The Mafia2' games.
Clothing Style. - Ties in closely with the age and fraternity that the AI belongs to. Things like which gang or family group they are involved with.

  • Clothing style often dictates or gives clues to which gang or family a member belongs to. Nothing obvious and stupid like wearing all purple or all green like in GTA S.A. But more subtle like a tattoo or a neck-a-chief, or hat style or just the general style of dress.
  • With exception to some of the street gangs like the warriors style, where the dress code can be obvious.  
  • Certain gangs will have their logo or gang tattoo visible in some cases, like the assassin mark of the Cuban gangs between the thumb and for-finger.


Fraternity.  Like which gang or family group the AI's (or you), belong to. Fraternity is a bit like gangs, but you might have a fraternity, with different gangs in it. An example would be the boy racer fraternity, that has several separate racer-groups that challenge each other to races as groups. but, will come together for a battle against the warriors for example.

  • Fraternity type ties in to Clothing type and age relative aspects. You might not find an 80 year old man in a gang of thugs, but you might see many in family and business organizations like, 'The Mafia' or 'The Godfather'. 
  • There is always a balance at the start of the game, with opportunities for each different type of gang or family type to get a foot hold and operate undetected until they reach a certain level - a preset secret, (possibly even randomized), in the respect of AI controlled gangs and families.
  • This ever present danger that a gang or fraternity will re-emerge is something to keep the game longevity. Technically and mechanically, the games AI will randomize little outbreaks that have to be dealt with. Usually at times when you are under a lot of pressure in other areas. You can leave them and deal with them later. But, if you forget about them, these uprisings can come back to bite you in the bum. 

Height. - Obvious I think. But, I thought BMI should also be a factor.
Weight. - BMI should be a factor, because of things like the fat cops in GTA cannot run. And of course the much missed CJ's pigging-out on hamburgers and throwing up, putting on weight and getting cardio exercise to lose weight and get ripped etc.

  • BMI adjustment should be available to AI's in the sense that you can send your workforce or henchmen to the gym, or install a gym as part of your employment benefits to improve your workforce.
  • We could be able to set a slider in each workers stats card, for his targets to hit as regards his BMI (Body Mass Index of weight to height ratio). 
  • The BMI point is, that we do not always need super fit Adonis types, and the fitness control would come at a higher cost in order to keep your workforce fit and healthy.
  • Also, BMI would have pros and cons, like:-
  • In Favor of Fitness:-  (See matching Number in 'Downside' below).
    1. Keeping workers fit, means they take less sick days at work.
    2. Fit workers can work faster, carry more and see 4.  work longer overtime if needed.
    3. Fit henchmen can melee fight better, have better stamina and can run and jog further and faster than an AI without those qualities.
    4. Fit workers can work longer overtime if needed.  
  • Downside of Fitness:-   (See matching Number in 'In-Favor' above).
    1. Keeping workers fit is a cost to your business, that is about equal to the lost production from sick days off anyway. But you have to struggle till the sick return to work, or employ temporary staff.
    2. Unfit workers will work slower than fit workers, and be less inclined to work overtime. So there will be slightly less production per day, but the AI will also need some time designated within the workday, (like the last hour of paid work), to attend the gym at your cost.
    3. Fit henchmen will challenge others more readily because of their more natural competitive spirit due to the fitness-bug, and will stay in melee fights and gun fights slightly longer, risking their health and life more than someone who is not pushed to be above average fitness.   
    4. Fit workers will have better and more full social lives and might not always be as available at weekends and evenings if you want them to work longer and do overtime in the case of an emergency. For this we need to use the scheduler for each AI to book in the required overtime early.
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Vitality and Agility.
Like how agile, quick on the move, fast walking / running. A random number from 0 to 100, applied

Stamina. -
Affected by agility and is like how long you can run or how long you can go without food.


Sickness: - AI's like all of us, do get ill from time to time. This stat is effected by fitness, income and the area they live in. poorer areas.

  • I suggest that the poorest area gives a minus 70% to neutral health and fitness levels. But, with plus factors or 25% each for fitness and a good job with regular income. 
  • Also family and friends give plus 10% each. So even living in a poor area, if the AI has a regular paying job and a family, they can have neutral health and fitness. This means no risk of sickness.
  • Neutral sickness zero on a scale of -100 through to zero and up to +100, means no sick days off work. 
  • The numbers is the likely-hood of doing overtime, like -100 would always accept overtime, (if they are not ill), whereas, -100 would also mean they are likely to randomly ring in sick for about 50% of the working week!

Scheduler:- 
Each AI can be scheduled to do work and be set times of work and have organised pickup and delivery routes and times. This integrates with the main map and the AI's respective business..


Style. -
Like mods or rockers, goth or chav, there are lots of styles, we will have to build a list.

Gun Skills: 
(a zero here, might mean they have no gun skills and the number here is a combination of all the different guns / hits and kill ratio to missed targets and is affected by age. (lowered by a percentage due to age factors for reaction times and vision impairment). The number will be between 0 and 100%.


Desert Eagle. (Again - as above, but just the factors regarding the Desert Eagle are recorded).
Colt 45.
Silenced Pistol.

AK47. (As Above).
Assault Rifle.
Sniper Rifle.


SMG. (As Above).
Mini SMG.



Single Shotgun. (As Above).
Double-Barrel Shotgun.
DB-Sewn-Off Shotgun. (Additional % skill factors for concealment). There is no concealment factors for small guns like D Eagle or grenades etc, because they are easy to conceal from an appearance point of view.  But, if searched, they will be found. So, concealment is about how you look, or how an AI gang member looks whilst carrying and trying to conceal a sewn-off shotgun or even an AK47 under a trench-coat.

Not in the gun-target-accuracy stats.

RPG. 
Grenades.
Molotov's.
Base-ball bat.
Knife.

C4 Explosive. (car bomb - remote detonate and timer types).

Gun Target Accuracy:
Each gun will have a separate skill level dependent upon a random factor set when the AI was created.

  • Gun skill can be seen if the AI is to work for you as a firearm user. Because you simply ask him about his gun skill. Otherwise, you can train the AI's by taking them to the firing range or letting them gain skill by just using their guns in battle over time. 
  • Gun skill of 0 to 25 means the AI will miss 75% of the time, 25 to 50 will be 50 / 50 hit miss, and 50 to 75 will be 75% hits. 90% and over will be head-shots and instant death for the victim.
  • At 75% and over the AI will gain aggression points, one for each kill and when that hits 100 they will start to fill up their bravery points one for one. Eventually they will become a liability to you! So it is about keeping a balance. Putting them on guard duty and only using them when you really have to call on them.
  • When Gun Target Accuracy, Bravery and Aggression are all at 100%, each kill the AI makes reduces the AI's loyalty to you by one point. This is to simulate that they are getting cocky and full of themselves. 
    • You cannot even use threats of violence on them or their family as this will provoke an instant attack upon you in person, with all their gun skill, aggression and bravery at 100%. 
    • To get rid of them, you must take them out with a hit-man - or do it yourself. If any of your guys find out, that lowers all of your henchmen's loyalty by 10 points each. 
  • Each gun battle encounter increases the AI's skill level in that particular gun by one point. So it takes a long time to develop naturally, like 100 separate encounters.
  • This is why we have the firing range. Taking the men to the firing range gives them one point for every hour of target practice they do. They can find their own way there after three visits and can train alone without you, you just need to buy their ammo and pay for the firing range hire, per lane, like in a bowling alley. 
  • You can set up your own firing range, it out in the country or in an industrial building set up as a firing range sports facility, (Also one of the businesses that you can own, that is good cover for owning guns and transporting and storing illegal weapons). 


So perhaps there should be a separate gun concealment stat? Or maybe not?
There are more guns to list, I know, but we all get the point now don't we?

Fear.
Also see Bravery and Inclination to Steal. Fear has a natural random number applied to all AI's, This will be from 0 to 100%  and will decide their fate as to being useful to you in gangs etc.

  • They may be OK working for you in a factory, or selling ice-cream, but don't ask them to sell drugs from the vending stand or ice-creme van, they just won't have the bottle for it! If you do ask them, they will want to leave your employ, being afraid and unhappy at work.
  • You won't see this stat until you have worked with and talked with these AI's for about three instances. (Someone with a fear factor greater than 75 will not carry a gun, but they might under 75, due to being afraid of things). 
  • Fear and bravery are opposites, (I'm just guessing here and speculating that the fear plus the bravery number should equal 100. So, someone who has a fear factor of 30 will have a bravery of 70. (30% v 70%).


Bravery.
Also see Fear and Inclination to Steal. Again, this is a stat you will not see at first and you will have to work with these people to assess their level of bravery.

  • Someone who uses and carries a gun will have a bravery number higher than 25, (the point where they might carry a gun if other factors agree). 
  • Someone with a bravery score between 25 and 50 will fight, but will back down and run away if their injuries get to 25% of their health. 
  • If bravery is 50 to 75 they will fight either guns or melee, till their health is reduced by 50% then they will hide of flee. 
  • Someone with a bravery of over 75 will fight till death. but will take cover at 75% damage to their health, yet still use firearms till death if needed. 
Respect.
This works the same as in GTA4, people respect you if you are on-time and do good work for them.

Happiness.
Happiness is only shown to you, after you have known the AI for a while, the usual three outings will reveal this. It means happiness in your company, (being with you or working for you). They will have an automatic 50% set upon starting out.(The AI being created).

  • As you affect and interact with the AI, (similar to how Niko's relationships work, where friends give you respect and like you). Happiness is gained when you do right by them. Be on time for appointments and dates, or do stuff for them like lend them money or buy stuff for them or solve other problems they have.
  • We need to write a long list of scenarios that can suffice as things to do for the AI's we meet. It can be as simple as giving them a lift from A to B location, as we do once or twice for LJ and I think Brucie, as well as simple missions that we did for the incidental characters in the GTA4 game world. All separate of the main game mission story line, if we even have one!
  • Assuming 50% starting happiness for an AI. This says that they are neither content nor discontent with you. They will always work for you above 40% and below that 40% they will leave if they can find a vacancy elsewhere that their stats fit the needs of. They will then hand in their notice and leave immediately. This represents how workers leave you in the lurch, (at least you get a phone call, on the answering machine, telling you they quit)!
    • Just to fill this out a bit, because I don't know where else I will find the opportunity to write about this. AI's have valuable stats, that show what they can do and how much they know.
    • In the game world that is GTA My Way, AI's jobs can be filled by any AI that has the required skill sets. Once they are in the job, their other temperaments and idiosyncrasies will decide if they can keep the job. 
    • The AI's name is kept on file and recorded with the place of employment and held for 6 game time months, so that they cannot regain the job if they lose it due to their idiosyncrasies like being late and the like. 
    • This is also part of the reason why you might fire bomb or break-in and steal company records to wipe the slate for someone to regain their old job. Re- just helping a friend through to getting your henchman an old job back at a security company, so they he can help you from the inside when robbing the banks or knocking over the security trucks, etc. 
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Aggression. 
Good for battles and stand-offs. Won't run from battle or hide in cover when they are under-fire, if told to suppress a target. (affected by Stubbornness). Aggression is bolstered by bravery, every two points of bravery adds one point to aggression. Someone who is 100% brave will also be 50% aggressive. Aggression means the AI will attack sooner and harder, both physically and with gunfire if guns available. The target with less aggression will take more damage, the only hope of survival is to have the defender with higher gin skill accuracy. e.g. and gun target accuracy of 90% and over will get head shots even on moving targets.


Friendliness.
Someone who is friendly, would probably have a lot more friends and family than someone who is unfriendly or aggressive. The number here would be affected by, (lowered by), aggression and Stubbornness.


Stubbornness. 
Will have a tendency to not follow orders. Divert from given routes, run late or not even turn up. But, might be great in a fist fight, no-one can stop them physically, if they don't have a matching Stubborn quality, aggression, health and stamina.

Street Smarts.
Do they have street smarts - did they come from the street, or are they rich-daddy's boys who think they know it all? Usually they are found dead in an alley or sleeping rough. They don't know where to get work or how to get on in life. You can gain street smarts too, you just have to come up through the ranks of life and business rather than buying your way in.


  • Coming up through the ranks helps you learn and understand how things work, with gangs of henchmen, you were once someones henchman. When you got paid, you will know that you meet up after the job and take a cut. you get paid a cut in relation to your standing in the group and are asked to leave whilst the remaining gang members share out their money. As this is nothing to do with you.
  • You get to stay till the end when you are a higher rank.and have done several jobs. Each job you do pays you in points and cash. Unless the other gang members are playing you for a fool, which will happen from time to time. Its up to you to decide to do something about it, if you want.
  • Street Smarts points are awarded each time you do a job. Money truck jobs pay a half share in cash if your aggression and gun skills are below 50%. You will only get told this once at your first job, then if you don't remember this fact, the first time, you can re-learn it the hard way when you don't pay the correct money for a job.
  • Not paying the right money will stop you from building henchmen teams, although you can choose to play your game without them, doing bank jobs and truck heists will be 100% hard, With each henchman you put on, you share the difficulty. Even in the getaway, you can all split-up, giving each more chance to split up, since police will stop and if 2 officers per can, one will get out and commandeer a second civilian car to chase the splitting gang members.
  • One officer in a car will stay with the car chase if one henchman flees on foot..etc. If done right, all henchmen will escape. having stolen cars placed strategically for the getaway, or have other paid henchmen, (not on the direct payroll), waiting for them at point in cars.
  • You do one or two of these such jobs, as henchmen - new recruit. You are asked to wait in a fast car at a way-point, usually adjacent to an alley. You are told, someone will come out of the alley and you are to drive him to a safe house, with your missions to loose any police in tow. The guy himself will pay you for the getaway if successful at $250 a time. Easy money if you have the driving skill.
  • Learn getaway driving, by doing all the different driving school missions. ambulance, fire and police, as well as dispatch rider and taxi runs. Each helps with things like 'The Knowledge' and other aspect of driving.

Intelligence. Logic and Business Intelligence.
(Linked to special skills, but not the same as being street-smart). Intelligence points for knowing how to:- steal cars, manage people and give orders, (linked or bolstered by aggression and stubbornness). Sniper Skills, Advanced Driving, Flight Skills, Advanced weapons like RPG skills.

  • Also, Skills in business = 'Business Intelligence’.-  re- when an employee / henchman / gang-member has a position in your business, he can be trained (by you / under you), to choose best products to order for supplies and get best deals when selling produce. etc. Similar for logistics - planning best delivery routs and using economical loading and delivery of produce.
  • The Intelligence or Logic-Intelligence, is something you can improve by training and or getting them to study, (like in The Sims, where the Sims read books etc). Some tasks however, can have a negative effect on you and your business if you leave these tasks to other intelligent AI’s. You won’t be aware of these things or tasks that require your attention, unless you have the Business Intelligence and Logic Intelligence yourself.


Tidyness. 
Are they untidy? Scruffy? Smart? Are their cars and houses a mess? Do they leave a mess at work, or litter everywhere they go? (This is affected by style, stubbornness, time keeping, laziness and pride).

Pride. 
As with most of these numbers, pride can be just a random number applied to the stats when an AI is created / born. But, it can be lowered or increased by other factors when applied. Like training for certain work, or gaining skills. In turn the pride factor would then boost other stats like tidiness, timekeeping, laziness, fear, style and weight.

Laziness. 
A laziness factor of 0 to 25 might be normal, but 26 to 50 might mean they sleep longer and this has an affect on timekeeping, lowering it by random instances of 25% chance of being late. e.g. up to an hour late at random.  51 to 75 might be a 50% chance of being very late - by 2 hours. 75 and over might mean random coincidence's of being late by 4 hours or not even turning-up at all.

Timekeeping.
Most jobs require good timekeeping, the ability to turn up for work! Even if it is just a car park attendants job. With some stats, you won't get a chance to see them at first. Timekeeping is one of them.


  • A number between 0 and 100 will relate to the AI’s timekeeping ability. 
    • Below 10 is always late by 60 minutes and you will probably sack this person after 3 days work. 
    • The three days corresponds to the three times you get AI's to do stuff with you or for you. This is the point at which you see your new AI's timekeeping stats, and then or by-then, you've probably already realized that they are always going to be late. 
    • But, perhaps there is another reason, like they life too far away and have no car, public transport takes too long and other things. 
    • You can improve the AI's time keeping! You might want to do this rather than replacing them, because they have other work skills that are hard to find.
      • e.g. - Hard to find working skills might be, the operation of a special machine or process. Get them to train others whilst you put up with their lateness and eventually you can sack them.
      • To improve the AI's timekeeping.
        • You can offer to move them to a closer location. (They will accept dependent upon their level of stubbornness, below 50% they accept, above they won't). You can rent an apartment to them if you own one and if you pay them enough, (so that they can pay you rent). All these factors being good, they will move to keep the job.
        • You can let them use a company vehicle to take home, if they can drive; and you can even set them a task of collecting other workers if they are on their route to work. If they are a Team Leader, they will probably have the vehicle and runner in job anyway. (Mentioned elsewhere in another post).
        • An AI without a car or vehicular transport, will walk and use public transport and their schedule will be dictated by the modes of transport and their schedule. 
          • Like, if a bus takes 2 hours to get from one island to the next, on its route, then the AI would have to be up and ready for work 3 hours before work starts to get the bus. 
          • This is all done on the AI's scheduler and will have an automatic schedule generated depending upon region and transport available.  
          • It will be easy just to set automatically, that if an AI lives in region 'A', (and if they have no car and need to be in region 'B', they will walk to location 1; (the train station or a stop on the route, or a bus station or a stop along its route and wait for the train or bus). 
          • Ride the train or bus and exit when on its nearing a point the AI needs to move toward. 
          • Like an old PC transport game I once played! You had AI's that needed to get from 'A' to 'B'. (They would walk the whole way if you let them, but you would score no points and earn no money in the transport game); You could set up various transport types to help the AI get from 'A' to 'B'. That was the point of the game.
          • By placing a train station in the path of the AI's route, they would automatically ride the train, but only if it were quicker to get further along their route. If not they would continue to walk. Same thing with buses and trams, cable-cars and ferries. Etc and so on, till they get to work. 
          • If they could do it 20 years ago in a game, I don't see no reason why this could not be done or implemented today in a modern GTA game!
    • So; back to timekeeping. 
      • Below 10 is always late by 60 minutes and you will probably sack this person after 3 days work. Unless you can do any of the stuff I just mentioned above. Or decide to put up with them being late!
      • A timekeeping score number between 10 and 50 will mean, they are late 50% of the time per six day week and by one hour late. This factor would remain in effect, even if you give them a company vehicle, because it is their own attitude that is making them late, not location or travel time. 
      • Higher wages will improve the AI's timekeeping by +25 points. The pay rise needs to be at least 10% of the basic wage for the job they are doing. A 20% pay rise will add 50 points to their time keeping. After achieving a gain of 50 points toward the AI's timekeeping, that is all you can do. Over 50 points of timekeeping, means the AI will only be late once by 30 mins every 30 days, at random.
      • Timekeeping over 75 will mean they are reliable and never late.
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  • You don't get to see the AI's timekeeping stat until you get to know the AI person, so you won't know how reliable they are. You can start to form your own opinions, and even add notes to their stats card yourself, by way of changing numbers in a second column to show how well you think they completed a task. Timekeeping is another big subject, but easy to explain.
  • A secretary for your business, will update your personnel-stats-cards. A clocking-on machine will help record timekeeping, a yardman - or foreman with a keen-eye will notice thieves and workers who steal or clock-on or off for other workers etc.
  • However, timekeeping when it comes to gang work and things like bank jobs, getaway cars and blocking roads with large vehicles, is all about timing. It is best if you have selected your main crew for good timekeeping.
  • You can improve their timekeeping skills in two ways. Pay them a better wage or compensation for gang jobs, Their timekeeping will go up after being paid for the first job, so they really believe it. Or alternately, you can threaten them via offering to kill or hospitalize their family or smash up their car and home, or even just give them a beating in the first instance. But, this lowers their loyalty stat.



Loyalty. 
This is another stat that you do not get to see at first, After doing three things with them, you get to see this stat, 0 to 25 will be a set random starting number, showing that they really have no loyalty towards you, since they don't have any relationship with you yet.

  • A well paid and looked after AI - will get increases in loyalty levels with each task and subsequent payment they perform for you. Even going to work for you, (if they are not criminally inclined to steal from you or your business),  
  • Loyalty will start to reduce again when certain other skills get maxed out. See Gun Target Accuracy, Aggression and Bravery.
  • When  Gun Target Accuracy, Aggression and Bravery are all at 100 the loyalty score starts to reduce by three, one for each  Gun Target Accuracy, Aggression and Bravery per kill the AI makes. You have to keep an eye on your men's stats, otherwise they will eventually turn on you as they get clever and cocky, brave and arrogant. 


Inclination to Steal. (abbreviated. ITS).
(Affected by loyalty, laziness, pride, intelligence, friendliness, fear and bravery). e.g.

  • Loyalty points reduce inclination to steal (ITS) by 2 for every one point of loyalty.  
  • Pride lowers (ITS) it by 3 to 1. 
  • Intelligence lowers (ITS) by 4 to 1. 
  • Friendliness lowers (ITS) by 1 to 1. 
  • Fear lowers (ITS) by 10 to 1, yet, 
  • Bravery increases (ITS) by 5 to 1. 
  • So, a gang member who becomes braver with your help can also develop a tendency to steal from you, thereby becoming a powerful threat. So, ITS is about keeping a balance.  
  • When loyalty is being reduced by Gun Target Accuracy, Aggression and Bravery being at 100% and loyalty reaches 50% and under, ITS starts to go up one point for every point lost on Loyalty.
  • The only ways to rescue this situation is to pay more. $100 stops the point from being added to ITS but does nothing for Loyalty. Or you can dispose of the henchman. He must be killed or he will look for similar work on an enemy team or gang!




Family:-
Spouse: 
List a spouse or GF (girlfriend), in the AI stats and they can be an asset, either by working for you too, or by threatening to harm them, kidnap them or sack them if they work for you. This will make the relative fearful of you and more inclined to help you free of charge. Like a hustle or blackmail situation.

Children: 
If added, (Similar as for spouse). With double added points to fear, if threatened, or double added points to loyalty if you pay for a holiday for their family or reduce their rent if they live on your premises or rent from you. Buy the children birthday presents and pay for school tuition, buy them a piano or guitar etc. All this will increase the henchman's or henchwoman's, loyalty.

Brothers or Sisters,
(Again as above for spouse threat wise). Give them jobs too if they work well with their family. Family members who work together won't grass on each other if one is a foreman and sees his relative stealing etc. So, you have to be careful who you promote, perhaps moving the relative to a different work location if one is good for a promotion. (Then move the lesser useful of the two to another factory or different job type). Brothers or Sisters when they are both henchmen, will both share gun training points equally and will be great in battle as one will never abandon the other. No matter what the other odds / stats are.

Friends:
Friends are people they have met and done stuff with or for. If their friendliness and aggression allows, they will gain friends each time they meet another AI for the third time.
On their stats card will be a list of  friends and acquaintances. (People they have only met once or twice).
If they are friendly to 50% + they will not make friends with aggressive or stubborn AI's that have either at 50% or over.
Each friend they make (3rd time lucky), they move from Acquaintanceship list and add to friendship list. at that point they get their tel number. and may socialize in their own free time. (I will have to think about how this will work technically but I want it to work in reality and physically correct, rather than just adding random AI's together as friends in a pre-determined way). I want the life of the AI to be realistic.

Take:-
About what your henchmen's ‘take’ is.
Your henchman get a share of the loot from jobs, (as well as being on your payroll for other tasks like guarding your business interests), depending upon their position within your organisation. 

'Take', is from the term 'one-the-take' and is an easier number to show how much of a percentage the henchman will get from loot collected on the job.

  • If you don’t pay them fairly for the risk they take this will impact heavily on their (negative-happiness) and +aggression, +inclination to steal (from you), and +stubbornness, increasing them by 25 points each!
  • The amount you pay them, is a percentage of the take, based on how many people are in on the job directly and is related to their aggression and Overall Gun Skills of the AI’s in the gang. This is to simulate that people become dangerous to you and cost you more money to employ as they become more skilled in killing and other bad things.
  • If you have a guy on your payroll who has 75% or over gun skills and 75% or over aggression, you will have to pay him an equal share, after expenses. Depending upon how many AI’s you have in the loop. (But, a thief paid to steal the file from the security company, or a thief stealing a car for you to use in the getaway, is not actually part of the main outfit and only needs to be paid for the act he commits).   
  • A henchman with 50 to 74% aggression and or overall gun skill, can be paid an amount equal to a half share, if his logic intelligence and street smarts are also under 75%. So, if $12,000 is stolen from a security van. With three men, (You and and two AI’s), one AI is at 50% Logic, 60% overall-guns-skill and 40% aggression, and so, he is paid a half equal share. re- $12,000 divided by three men = $4,000 each. - 50%. His share is $2,000 (a half share),- the lower paid henchmen get paid first and what is left is divided between the highest ranking, equal share, (after expenses), henchmen. This leaves you and the other AI who is at 50% logic, but 80% Overall Guns and 79% aggression, (so he is a higher ranking AI and more lethal killer). (You don’t want to pee him off)! He gets a half of the remaining take. $12,000 minus the $2,000 paid to the lower ranking AI, leaves $10,000 and that is equally shared between you at and the other AI at $5,000 each.
Handling Money - Accounting. (This is not a stat)!
This is a part of the game where you have to learn to do the math yourself. Or you can hand this task to the most senior AI as regards aggression and gun skill. But, if his intelligence is between 0 and 24% - he will make a mistake and pay you, (and the other AI) short, giving you each only half of what you should get! The other AI (or AIs), will blame you, and he or they will get the stats modification of 25 points added to his stats of (negative-happiness) and +aggression, +inclination to steal (from you), and +stubbornness, increasing them by 25 points each!    
  • Each time you let the AI handle the money distribution, the AI doing it gets a 25% boost on intelligence. When you do it, you only get 10% boost to logic intelligence. 
  • At 0 to 24% intelligence, the AI will make a mistake and pay you and the other AI's incorrectly, on half of what they are owed.. (see next - 'other AI's blame you').
  • At 25% to 49% intelligence the AI will pay you correctly. But if the AI is 50% or over, he will deliberately pay you only half, to try and scam you. If you don’t know about this or check the payment amounts he will get away with it. and also gain his 25 point to his intelligence.   
  • You can kill the guy, but he is very tough like a ‘boss’ and will take a lot of killing. You can Snipe him from a distance, but you must get a 100% instant kill with a head-shot. 
  • If the AI’s intelligence reaches 75% and over he will still steal from you, by making the same deliberate mistake as above, but he will spend the money on making his own moves, like setting up a business in competition and stealing his stock from you! You might not even know this is going on, if you don’t get the ‘business smarts’, 'logic intelligence' and 'business intelligence' yourself.  You just won't know why other AI's are turning on you, or what you should be getting paid from jobs.

How -'Pay-Your-Guys' works.
After a job, if you are all together, you can go straight to the safe-house for the money meeting, if not; you must call a meeting of the main guys in the job, they will call you if you don't and up until that time, if you have spent their money, you will be in big trouble. The call will say; "Its about time I got paid for that last job, where shall we meet?" You get a drop down list to set a location and time, if you are not there, the guys will come looking for you as an enemy!

  • You may be able to kill them all and keep all of the money, but you will have wasted a chance to develop a team of wise-guys.
  • You can meet up with them, (you must have the cash on you)! If you don't have the cash the cut scene has the guys asking where's the funking money? Then there is an inevitable gun fight, so; never go to a meeting to give out cash if you don't have the cash on you. (You might win the fight though).
  • Once in the meeting, after a short cut-scene to ask about the money, where you say; "I have the money here with me, don't worry, everything's fine!" (Or, "I have the money nearby," like the famous line from Scarface, just before Angel got killed with a chainsaw). You then go into a special money distribution screen, showing all the main guys on the job. You then have to decide how much to pay them each. You cannot just divide the money equally! If you do, the guy who expects an equal share, after the other lower guys have been paid off, will kick off and threaten to shoot you!
  • "Are you trying to funk me over?" He will ask, you get a chance to reply in the communications wheel by selecting you answer. 
    • "No - if you are not happy, you sort the money!" He takes back all the money and redistributes it, with errors or accuracy as stated in the 'Handling Money' section above.
    • "This is all you are worth!" Does damage to all the stats of all the AI's in the meeting and later to all the AI's under your control that they know and come into contact with. So, keeping people apart is also a good strategy. Except for when they have to work together.
    • He and other henchmen will get the stats modification of 25 points added to his stats of (negative-happiness) and +aggression, +inclination to steal (from you), and +stubbornness, increasing them by 25 points each!  When each of these guys come into contact with your other people. they infect them too.
  • If you know the score you will know what to pay and have no problems.
  • next

Driving Skill.
This is a big one, because there are lots of different vehicles in GTA My Way.  Certainly everything from GTA San Andreas and the previous Liberty City.
Also the game is all about driving vehicles, (and TWOC-ing, Taking Without Owners Consent. Yes we said 'stealing vehicles' Grand Theft Auto).
Vehicles include:-

  • Trash-Master missions to Street Sweeping, (You were surprised I started with that)! 
  • Cherry Picker, Lighting and Window -Machines.
  • Airport Baggage Handlers.
  • Helicopters, Planes, (large and small), everything from GTA SA.
  • Fully working Fork-Lift Trucks and Empty Container Handlers. 
  • Of course a full range of cars and motorcycles. Drift, Drag, Ralley, Buggy and Banger Racers.
  • All the services represented from Tow Trucks to Waste-Skip Vehicles all fully working. 
  • Fire, Ambulance, Police, Trains, Trams, Cable-Cars and Buses. All with missions to do.
  • Hovercrafts to Quad-Bikes, Boats, Dingy's, Yachts, Tugs and Barges. 
  • Even the dockside and building site cranes would be fully working. 
  • I want Articulated Lorries that fully work too, similar to GTA SA.
  • Containers working that are used for importing and exporting produce etc. 

So, the main difference will be, that everything works and there will be driving licences available to pass for driving skill attainments. Illegal street races like in LC Stories and GTA4.

When at first you try to drive of fly any vehicle, you have to go to driving or pilot school to learn it. Someone who can just drive a car, like myself, could not simply jump into a helicopter without any training. I know, since I once took up learning to fly small Cessna aircraft, it is easy once you get the hang of it, but I never completed and attained my private pilots licence!

When you first drive, without having passed the basic driving lessons, your vehicle reacts like it does for Niko when he is drunk in charge of a car. It is a simple mission to go to the driving school, but paying for the lesson will be the main goal. Everything has to be paid for.

  • You pay $25 for a basic driving lesson, then learn where the handbrake, foot-brake and forward and reverse are. Do a few simple maneuvers round cones and learn to park it. That it you car now drive without the drunken wobble. But you are not licensed to drive.
  • If you get stopped by the police, you will be fined without question $100 a time and your car will be impounded. Upon a third time of being stopped without a license you will be imprisoned for a week. (You might find out where to get a hooky driving license from in prison), but there is an easier way!
  • Go back to driving school and for $50 you can take the road test. You drive with an instructor who tells you about traffic lights, left and right turns, not driving on pavements and stopping at barriers and toll-gates. You will have to obey the speed limit and not crash. When the driving lesson and combined test is over, the instructor will give you a driving license.
  • If you get arrested for causing an accident where someone is injured or killed, you will lose your license and have to re-take the test. 
  • You need a driving license for all car driving jobs like taxi's and van delivery jobs. Lorries and larger vehicles have separate licences because of their size. The combined driving lesson and test will tell you about the special different handling and use issues for the vehicle type. 
  • There are different licences for every vehicle class,  Buses, Articulated Lorries, Motorcycles, Ambulance, Fire and Police; Fork-Lift Truck and Empty Container Handlers, every driven vehicle that is different or has a special use, has a driving lesson and test, ending in a licence. And yes, it is possible to fail!   
  • When you drive any vehicle without the basic training, you will get the drunk driving effect. This will improve game longevity and variety, (and it is only a short basic test to teach the basic operation and use of the vehicle for the first use). Vehicles like the Fork Lift Truck will require patience, practice and skill to use its special feature of loading and unloading, moving and stacking. 
  • Each vehicle type will be listed separately, and gain points toward successful use. However you can also lose points for crashing the vehicle. So it is possible that you might need a minimum of 70% (70 points), to drive the articulated fuel lorry. If you have 75 points and crash 6 times you won't be able to drive that truck again until you have attained the 70 points, by having successful drives.
  • Defining a successful drive. You don't crash or damage the vehicle, Don't speed or run down pedestrians. The load must be complete, (don't lose any boxes off the back of your lorry load). Don't get nicked by the police, and have the required driving licence. (There are no pushy time frames to deliver stuff. I hate those kind of missions where they are pushing you all the time and you don't stand a chance)! Yuk! Even it your late, your just late, it happens in real life all the time. If the place is closed by the time you get there, park up and wait, even overnight if you have to.
  • These numbers build up as you do jobs and give you the points requirement to do more specialist jobs. e.g. The Limousine business and funeral driving jobs require a high level of control like speed restraint in the case of the funeral cars business; yet the limousine business might need evasive driving skills and high speed getaways to keep your passenger safe. 

This post will get updated from time to time.


Checkout another NewGTAgame post Here:-
http://new-gta-game.blogspot.co.uk/2012/04/gta-4-gang-territories.html



Having a great day, you be! Obe Wan!
Niko.


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