Reply To: Add in a few AI routines involving standing their ground

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I’d just like to add another example onto this. The image is (messily) annotated.

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I don’t believe (I also don’t KNOW) that this would take much manpower in order to ‘fix’. This could all be avoided if defending enemy parties simply wouldn’t charge the attacking player if they didn’t need to.

And similar to my suggestion about sidegrade weapons and ways to make them fill small niches using % proc chance to actuate mechanics, you could use proc chance here to give AI parties a chance to retreat if they’re weaker than the player & the player is just flinging arrows at them.

A % chance is necessary because it would prevent feelings of fights becoming overtly predictable, and act as a vaccine to cheesy strategies, which are enabled by predictable AI routines.

Thanks guys