Here are a few ideas which I think could make the AI a lot funner to play against:
-- Reaction times. Right now, it seems that the AI, as soon as they spot you, instantly snap around to shoot at you. Instead, I think that firstly they should take a bit of time to aim, and secondly they should have a small reaction time (200ms or so), constantly applied to everything. So, when they see you they have the aiming time on top of the reaction time, but also the reaction time would decide where the AI would shoot so they'd shoot at your location 200ms ago extrapolated forwards, encouraging you to zigzag a lot and act unpredictable. This would be a much bigger help in say, avoiding snipers as they are single shot high-precision, than shotgunners or men with assault rifles, as their relatively large amount of bullet spread would make bullet likely to hit you anyways.
-- More soldier states. Soldiers seem very binary right now, that is, they either appear to be in full-blown combat or completely clueless. So, I propose a few in-between states are added. Firstly, an "investigation" state. This would occur if the AI "nearly" detect you; that is, for example they hear your footsteps, a couple of bullets, or maybe catch a slight glimpse of you in the distance. Currently, if they see you even for a small amount of time they run for cover and go into a combat state. However, this investigation state would instead have them walk towards the source of the disturbance to find out what happened accompanied with some "What was that?" speech bubbles.
Secondly, a "surprised" state. This would occur if you appeared very suddenly, for example if you ran out in front of hem from a corner or nearly kill them with a bullet. This state would have them unable to shoot or move as they figure out what is happening for about a second, which would encourage stealth a bit more as you could for example hide behind a corner then as they walk around, knife them before they react. However, this surprised state wouldn't occur every single time they spot you (for example, if they see you off in the distance they'd not have this state, and also if they are already in the investigation state they wouldn't be surprised). The length of the surprised state would depend on rank. A rookie private would be very clumsy and take a good second or 2 to realize what's happening, while a veteran rank 10,000 man would have no surprised state whatsoever.
-- More ways to hide. Right now, you can only use hard physical cover to hide. I suggest that we get some over ways of staying stealthy, for example hiding in thick foliage, staying prone in long grass, and the such. The foliage would effect the chances of the AI seeing you in a bubble around itself, for example if in a thick bush and an soldier comes along looking directly at you, instead of instantly spotting you there would be a percentage chance they would. If at a decent range in a good bush, there would perhaps only be a 0.5 percent chance per second of them spotting you, and as they get closer this chance would get higher and higher until they eventually do spot you. When they finally do, they go into the investigation state until they see you a second time, at which point full blown combat begins. Of course, stance would effect this, with it being almost impossible to hide standing up unless in a very tall bush, and being able to hide much easier when crouching. Being prone would be the best for some situations, for example tall grass, but not all - you can't have your feet poking out a bush and remain hidden.
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