by Spike » Tue Sep 14, 2010 1:05 pm
Quake never used TCP/IP.
The actual networking supports UDP/IP, SPX/IPX, serial, serial-with-modem.
Quake was kinda rushed towards the end, yeah, the sort of time when things like AI gets polished and stuff. The AI is fairly simple, and just works as-is. Heck, monsters still try to attack you even during intermission!
The monsters are fun and interesting regardless of their AI level. Sure, its a weak point, but it doesn't stop it from being a fun arcade game, it merely breaks the immersion a little.
They all have different quirks, like grunts having a worse aim if you're moving, ogres with different weapons for different distances with grenades bouncing off walls behind you, fiends with their bouncy jumpyness of death, zombies that require you to reserve some rockets, flying things with slow projectiles that encourage you to strafe lots, shamblers and the shambler dance, the annoying vore missiles (grr), and, urm... well, knights, but enough said about those. Basically, Quake is a dancing game - think of the AI as the music, and the monster type as the tempo.
Artificial Stupidity can work just as well as Artificial Intelligence, for many things.
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