Infinitron
It is a freaky study, and it does really pays for itself. And if you ask me how freaky?
This kind of freaky:
Or let me give you 'the answer', like this:
And at the end you feel like this:
But do you know what is more than freaky?
If i control a robot hand with just my mind, using a eeg system device or a drone with a camera and with a oculus rift. Or if i let the drone fly by itself and map an entire building just by using an attached handy. I live on the frontier of an age.
And if i will have enough money and my children are out the house, i will study again and the next study will be literally the Master of Space.
Zombra
Sorry if i have been a little maybe somehow misleading, but i don't wanted to make am impression that a good behavior for an agent is easy to make. It can be very difficult, especially if the game theory has to come into play. I'm just playing the beta, and there i do not have seen a good behavior of the npc agents. But i see now where you are coming from, you are using a top down prinzip with the assumption that the 'A.I.' (i do not use this word in this connection, because it can be very misleading, but not false) is full on the Supreme jerk level, and then successive the case handling is removed from level to level. Yes this is a possible way to do it. And i also don't want a bad behavior for the agents at the lower levels.
But let me show it a little bit different, using both chess and military expressions:
Easy: Current beta agents scripts.
Normal: Easy level with added: turn queue, specific agent targeting (dependent on weapon) and necessary blast radius consideration.
Ranger: Normal level with: hit and run (into cover) attacks from single agents, attack on covers, strong points by grouping deliberately agents, concentrated fire on one target, Fork at certain targets(for spread weapons) , Pin, Sacrifices of melees as decoys or Desperados. (sadly we do not have suppression fire, but this would be great thing.)
Supreme Jerk: Control of center (control of certain good defence points), Space (gain space while using less pawns/agents) , retreat and group at stronger positions by giving up attacks, point values of agents (protecting the agents with the most value).
This is also a way to do it. There are so many ways to do this things that i would be really an essay if i would try to write it down. And yes you are right that only around 5% (depends also on the difficulty of this levels) will play at the Supreme Jerk level, and yes also this is the question of investing the ressources that one has at hand. If the ressources time and money are running out, than a cheap solution should be prefered. Some things at ranger level would be better at the Supreme Jerk level. While the attack on more enemies is used, the Fork in itself is not used directly, or at least i have not seen it.
Let me put this in a good sentence from a chess master (i don't know who this was anymore): While tactics requires observation, strategy requires thinking.
The encounter of the Pittbull / Bulldog, is a encounter that is hmmm.
Basically Pitbull / Bulldog has only one attack, he will not survive to his second one. (Not even if he had 300 hitpoints.) So this is a decision how we handle this or how we think about this. A first time player does not know if and when he arrives and what will happen. But on a reload he can better prepare the situation. While on lower levels i can dispatch him without a problem, the damage (200 damage) of the grenade on the 'supreme jerk' level is quite a constraint on my chosen actions. (The last time i had just over 50 hp.) And there is not enough cover and space to evade this kind of damage, and if he does not use this granate, he is dead. The questions should be what want the devs do / show us with this encounter. (another inXile 'why' questions)