Parsimonious cook
Arcane
- Joined
- Nov 22, 2020
- Messages
- 2,205
IMO the main issue with the AI that the devs need to contend with is what is generally refered to as "propagation of alert status" among the NPCs (or rather guards in particular, since vast majority of NPCs you encounter on missions are guards). A few variants were tried in the earlier builds, originaly it was basically "if one guard becomes alert, other guards become alert too," this was realistic (it is fair to assume they would all carry radios), but players also complained that it made the stealth way too hard (I tended to agree and IIRC I gave feedback to that effect too for the first playable build that the KS backers received back in the day), so the devs started to make the propagation of alert status more gradual in the subsequent builds and it is not easy to get it right - the points mentioned by Zanzoken have a lot to do with this.
I would say this is not universal occurance, as I have seen guards who discover bodies make appropriate call outs ("man down" and such) and switch to the "hunting" state. I can imagine that the reinforcements spawning in response to this incident indeed might spawn in "unaware" mode, which means that the alert propagation probably isnt working as well as it should be yet.
Again, the behaviour varies. I have seen guards take cover and try to flank, though I am sure I have also seen some of them stand in the open while shooting. Its certainly not optimal, but I personaly dont see it as a huge issue (if it was the norm it would be different matter of course). What I found more interesting is that I have seen guards basically disengage on a few occassions (the AI engaged in a firefight moved to cover and then broke LoS with my characters) - I wonder if that was a bug or intended behaviour (ie the guard not being willing to take a bullet in that given situation).
Anyway, guards do not use items nor throw grenades in this build, though that is probably going to change. In any case I am personally not a fan of mooks healing themselves in RPGs, as it makes fights too grindy. YMMW of course.
I agree with this, the dialogue makes it look like the response team is there specifically to look for intruders (you later find out that they were tipped off about your presence). I think it might be an issue with the propagation of alert status I already mentioned, though I can imagine that perhaps the devs didnt want to ramp up the difficulty of that encounter too much (after all this particular situation happens in the tutorial). I will ask around on Trese Bros discord when I have time, I am pretty sure people have been bringing up this particular thing a lot.
For starters, it didn't respond urgently enough to the player characters (PCs) initially breaking stealth. When the body of the first dead enemy was spotted, neither of the enemies in the nearby area reacted. The AI called in a reinforcement but he showed up in "unaware" mode, which makes no sense considering he is supposed to be responding to an identified threat.
I would say this is not universal occurance, as I have seen guards who discover bodies make appropriate call outs ("man down" and such) and switch to the "hunting" state. I can imagine that the reinforcements spawning in response to this incident indeed might spawn in "unaware" mode, which means that the alert propagation probably isnt working as well as it should be yet.
... but then when it's the enemy's turn he simply stands there and returns fire, leaving himself exposed and allowing the PC to easily kill him on the next turn. You'd think the enemy would at least have the sense to take cover, and possibly apply a heal since he is almost dead.
Again, the behaviour varies. I have seen guards take cover and try to flank, though I am sure I have also seen some of them stand in the open while shooting. Its certainly not optimal, but I personaly dont see it as a huge issue (if it was the norm it would be different matter of course). What I found more interesting is that I have seen guards basically disengage on a few occassions (the AI engaged in a firefight moved to cover and then broke LoS with my characters) - I wonder if that was a bug or intended behaviour (ie the guard not being willing to take a bullet in that given situation).
Anyway, guards do not use items nor throw grenades in this build, though that is probably going to change. In any case I am personally not a fan of mooks healing themselves in RPGs, as it makes fights too grindy. YMMW of course.
...and yet the enemies are again spawned in completely unaware, patrolling lackadaisically as if they don't know that the PCs are on site. And yet this RT should know exactly where the PCs are -- they just landed on a helipad 20 feet away from where the PCs were sitting out in the open, AND there is still one guard alive from the site security who could be telling the RT where gunfire was heard and his teammates were shot. Even if you put that aside, at a minimum the RT should be aggressively searching the area and trying to find and engage the PCs before they escape.
I agree with this, the dialogue makes it look like the response team is there specifically to look for intruders (you later find out that they were tipped off about your presence). I think it might be an issue with the propagation of alert status I already mentioned, though I can imagine that perhaps the devs didnt want to ramp up the difficulty of that encounter too much (after all this particular situation happens in the tutorial). I will ask around on Trese Bros discord when I have time, I am pretty sure people have been bringing up this particular thing a lot.