But the only thing I kinda found strange apart from this, was the fact that when I wiped out an enemy platoon there would be one last peon of a soldier left still fighting on as if he were winning.
I just wanted to suggest the inclusion of some kind of "run away in fear" AI script, that basically tells an enemy based on how strong they are and how many of their allies are left whether to keep fighting or not.
Example:
Only one left is an enemy boss or leader type character? They stay and fight.
Only one or two random goons left after you killed 20 of their buds? They run and cower at our Spectre awesomness.
They wouldn't have to just dissapear, they could make a run for the next batch of enemies and try and seek reinforcements.
I think this could be a potentially easy (not sure, not a programmer or anything) way to increase combat realism and immersion and provide for some potentially satisfying "haw haw you tried to run away and now you have an extra hole in your head"....moments.
Obviously this could be applied to any enemy even the geth.
Organics run away because of fear and wanting support.
Synthetic Enemies run away because of lack of "network support" or whatever the geth call the whole "more equals smarter" thing and the normal fact that they would need reinforcements like anyone else.
What do you guys think?





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