3. AI------------------------------------------------------------------------------------------------------------------------------
AI behavior
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All AI should be more accurate, and deal more damage. (should be dependent on AI faction)
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AI should have various FT detection levels (should be dependent on faction as well as class.)
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AI should try to take cover where available.
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AI should ignore predator when he is cloaked. They should have difficulty detecting the fireteam when they are mudded up. They should also ignore an uncloaked predator that is far away.
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AI should be unable to âdetectâ players through destructible wooden walls that have not been broken.
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When detecting a player, there should be a very short period of panic, before the AI alerts nearby allies. This is to give FT players a chance to recover if they are spotted.
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AI should no longer telepathically put all of The camps around the map on high alert. Only alarms and radio troopers should be able to Alert all camps.
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Enemies with radios should have an indicator above their head warning the FT that they are about to radio in the attack.
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Shots to unprotected AI heads should be a one shot kill no matter the range.
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AI should not react to bodies as unfortunately I doubt a body drag would ever be implemented. (However if it is, this point is void)
AI types
Enemies currently are designed to tank absolute crazy amounts of headshots, whilst also being extremely weak to body shots. Almost rewarding bad players for spraying at center of mass, and punishing good players who aim for the head. As it stands, there are several AI types that I can currently identify.
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No armor, no helmet Guerilla
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No armor, Ballistic mask Guerilla
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Vest, Half helmet Guerilla
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Vest, ballistic mask PMC
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Full Armor juggernaut PMC
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Full armor juggernaut, Ballistic Mask PMC
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Sniper (not sure if guerilla, or PMC, or both.)
I think the biggest Issue with the AI beefiness is the ballistic mask. Realistically, I think assault rifles and higher caliber weapons should penetrate it. But it will almost tank at least one shot before falling off. Far too many units have this. Once again, this is frustrating for people who aim for headshots. Here is a reshuffling of the AI units, as well as suggestions for new ones.
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Guerilla: No Armor, No helmet.
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Should have medium accuracy.
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Should be found only in patrols
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Should have low detection.
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Guerilla: Vest, No helmet.
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Should have medium accuracy
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Should have low detection.
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Guerilla: Vest, Open face Helmet, Radio Backpack.
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Should have medium accuracy
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Should have low Detection.
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Guerilla: Sniper, Suppressor, Laser sight.
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Should have high accuracy
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Should have medium detection but longer range.
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PMC: Vest, Balaclava (no helmet).
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Should have medium accuracy
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Should have medium detection
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PMC: Vest, Ballistic Mask, Radio Backpack.
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Should have medium Accuracy
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Should have medium detection
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PMC: Sniper, Suppressor, laser sight, thermal (should not detect cloaked pred because of thermal).
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Should have High Accuracy
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Should have High detection, but longer range.
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Should not be able to detect Mudded FT members.
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PMC: Full Juggernaut suit.
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Should have LMGs, Or minguns
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Should be extremely tanky
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should have High accuracy
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should have Low Detection
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Should be threatening enough to be priority targets.
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AI spawns
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Guerillas:
- Should spawn in patrols around the map, and the run down shack villages.
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Guerilla Snipers:
- Should spawn in sniper towers in between bases and villages
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PMCs:
- Should spawn in research outposts
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PMC snipers:
- Should spawn in base sniper towers
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PMC Juggernauts:
- Should spawn only when alarms or radios are pulled.
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Radio Troopers (Guerilla and PMC):
- Should spawn in very small quantities per are or patrol. (max 2 for outposts, max 1 for patrols).