Quote from: gary_joiner on April 20, 2013, 06:53:08 AM
Not sure what to think of that. On one hand, it will add to gameplay and save programmers lots of work, and on the other it may kill the immersion and will require major rebalancing.
I think that it would be great if party members could still act on their own ( based on AI algorithm of human enemies I would guess) if they don't respect PC authority and/or disobeying orders are part of their nature. For example, hot headed character could get a 10% chance of ignoring the orders and proceed on his/hers own, and if he hates PC, this chance could get even bigger.
I think this would be nice solution, as it would add some interesting decision making to the game. Should I take with me this construction worker who will follow my every order but is not so good in a fight, cop who hates me and may ignore my commands just to sap my authority or psycho killing machine convict, who most probably will rush with his machette at anyone he sees?