I hope this is something that gets addressed prior to release. At the moment apart from random path finding I think the bandits do not demonstrate that much AI. I would like them to be more likely to launch a settlement attack at night. Lets face it, if you are in a desert that can be seen for miles, the last thing you will attempt is to approach your victims within their line of sight.
I would also like the bandits to size up their target before attacking. If they are heavily outskilled / outnumbered then they should back off. Even the most desperate bandit would have some sense of self preservation.
It would also be cool if they bandits could have the ability to build their own outposts which you could then raid or take over.
Bandit AI Improvements
I agree with this post especially the part about them building their own outposts. If they build there outposts though I would like it to be because a Bandit Boss grew in strength to such a degree that he creates his own bandit faction. This would allow for NPC's like Sand Ninjas to branch off and create more and more threats allowing for a more diverse world.
I have no coding EXP and thus if I suggest some ludicrous task just ignore me.
I have no coding EXP and thus if I suggest some ludicrous task just ignore me.
I also think they should have an exhaustion level so that eventually they will give up the chase. What would make this challenging though would be who gets exhausted first. You or them and this should be decided by the athletics skill.
Vemin - Gaming since 1984
I have noticed on few occasions that any bandit stragglers from a defeated group end up running away, so I believe the implementation is in effect or progress.
Smithy
Novatech Elite Gaming laptop - custom built.
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Novatech Elite Gaming laptop - custom built.
Intel i7 3rd Gen
Nvidia GT-650M
8Gb RAM
750 HDD/SSD
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