Zetor
Arcane
Since we're discussing broken combat situations and AI, I'll repost my peeve from the 'combat suxx0rs' thread... doorways!
Frequently I have no view into the fog-of-war through an *open* door, and have to move my dude at least 1 tile inside to see it from the inside; on the other hand, I've had instances where enemies were visible through solid walls (even in unrevealed rooms, or rooms obscured by fog-of-war; Damonta water company building is the first example that comes to mind). You also can't move past doorways diagonally, so if a character or enemy stands at one side of a doorway, your other characters (especially melee) are SOL. LOS is also screwy in general when doorways are involved.
Enemy AI handles indoor navigation very poorly. For example, the casino in Rodia looked like this:
I set up my group outside the exit; I should have had no LOS or vision inside any of the rooms except a few narrow cones in the left room from my snipers. The 3-4 Jerks in the left room swarmed me (as they should), but after dispatching them, I noticed about 5-6 Jerks in the right room (through the wall, see above) huddle around the southern wall from the inside! As it turned out, the door between the two rooms was open, but they didn't capitalize on it and just tried to rush my position through the wall.
Eventually one of them would save up enough AP to go around to the exit and get gibbed by the ambushes. After ~2 such kills, I decided to go in the left room with my 2 melee characters, at which point the rest of them realized that they can actually attack me, and finally entered the left room to attack my melee...
Same thing happened with a robot in one of the Damonta water company side rooms (it just huddled against the south wall instead of running out the door to the west and looping around to get at the rangers -- and yes, I could see the robot and its stats through the wall).
Frequently I have no view into the fog-of-war through an *open* door, and have to move my dude at least 1 tile inside to see it from the inside; on the other hand, I've had instances where enemies were visible through solid walls (even in unrevealed rooms, or rooms obscured by fog-of-war; Damonta water company building is the first example that comes to mind). You also can't move past doorways diagonally, so if a character or enemy stands at one side of a doorway, your other characters (especially melee) are SOL. LOS is also screwy in general when doorways are involved.
Enemy AI handles indoor navigation very poorly. For example, the casino in Rodia looked like this:
Code:
_____________
| | |
| | |
| | |
| |
| | |
| | |
|__ __|_____|
Eventually one of them would save up enough AP to go around to the exit and get gibbed by the ambushes. After ~2 such kills, I decided to go in the left room with my 2 melee characters, at which point the rest of them realized that they can actually attack me, and finally entered the left room to attack my melee...
Same thing happened with a robot in one of the Damonta water company side rooms (it just huddled against the south wall instead of running out the door to the west and looping around to get at the rangers -- and yes, I could see the robot and its stats through the wall).
Last edited: