Reckless suicidal AI
Please, please it should not be the case that stricken down enemies, crippled and bleeding to death, are still getting up and go back into "Patrol" or "Attack hostiles" ... if this is the case they should always be set to "Retreating fast". Its really immersion breaking seeing a half dead dust bandit getting back at you like the black knight from Monty Python. Hell even if I bandage the starving bandits and give them food, they still charge my units? There should be some sort of check for this. First based on health condition, then based on attack / defense skill difference between them and mine. If an enemy is too injured or the skill difference is to much (after they were stricken down the first time) they should run to the hills (aka Retreat fast) and heal if possible, not throw themselves back into certain suicide.
I agree this. I felt it unnatural, indeed.
(Even I enjoy this game, enough, but)
I think this is "Will to Fight" is not calculated in NPC's behavior.
These events mentioned here are weakening it. Serious injury, Aid from enemy, Face to the difference in ability, And defeat of strong friendly... By these events, "Will to Fight" should be exhausted, as well hit points.
And there will also be surrounding events that will restore it. Friendly are came to assist, an enemy on front is defeated, The injured teammate stood up again...
It's almost like HP of mind. In other words, if "WtF" is over down a certain value, abandon hostile behavior, run away... Imagine this way, I can imagin there is a hearts are swaying against the fear of the enemy. in game scene...
there is a peasant who runs attack nicely but runs away by powerless.
A samurai rookie runs away without think when see Samurai leader and senpai are dying.
And when they notice the teammate are stands up, involuntarily, stops the leg which runs away...
It seems to be a natural and dramatic. Cant these be expressed by the increase or decrease of "Will to Fight"?
and I think about this, there should be strong will characters and weak will characters. Shek is strong from born. and who have long been oppressed people will be weak. Rogues are cant be strong because selfish.
Of course these are only my instant idea. (I think it's not as easy as I wrote here, and I may be wrong)
(Even I enjoy this game, enough, but)
I think this is "Will to Fight" is not calculated in NPC's behavior.
These events mentioned here are weakening it. Serious injury, Aid from enemy, Face to the difference in ability, And defeat of strong friendly... By these events, "Will to Fight" should be exhausted, as well hit points.
And there will also be surrounding events that will restore it. Friendly are came to assist, an enemy on front is defeated, The injured teammate stood up again...
It's almost like HP of mind. In other words, if "WtF" is over down a certain value, abandon hostile behavior, run away... Imagine this way, I can imagin there is a hearts are swaying against the fear of the enemy. in game scene...
there is a peasant who runs attack nicely but runs away by powerless.
A samurai rookie runs away without think when see Samurai leader and senpai are dying.
And when they notice the teammate are stands up, involuntarily, stops the leg which runs away...
It seems to be a natural and dramatic. Cant these be expressed by the increase or decrease of "Will to Fight"?
and I think about this, there should be strong will characters and weak will characters. Shek is strong from born. and who have long been oppressed people will be weak. Rogues are cant be strong because selfish.
Of course these are only my instant idea. (I think it's not as easy as I wrote here, and I may be wrong)
Born in Japan, Living in Japan. And not good at English. (Thank you Google)
AMD FX4100 <<!!!
RAM 8G
AMD R9 380X (4096MB)
and HDD (not SSD)
AMD FX4100 <<!!!
RAM 8G
AMD R9 380X (4096MB)
and HDD (not SSD)
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