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Re: Improved Interrupt System[message #355842 is a reply to message #355823] Wed, 14 November 2018 06:03 Go to previous messageGo to previous message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Hi Zed happy

Thanks for elaborating ; i don't think it was a wasted effort, after all, discussions may become long, especially if expalantions and examples are needed to shed light on specific questions.

ZedJA2 wrote on Tue, 13 November 2018 09:21
A.I. depends on context. [..]
That tells it likely tactics to expect, if coded appropriately.

From what i've seen so far, the AI can still be tricked.
Case example, a large rectangular building.
Entrance is on the northern side. Player lets some mercs run along and throw rocks against the western and eastern walls. This will distract enemies inside the building in the vicinity of these walls = looking at the wall.
Why ? The AI reacts to what it sees and/or hears ; and the AI has a large hearing range (i don't know the exact length).
Not necessarily all AI units will be distracted, and some might turn around (or even move due to patrol orders or tactical decisions) again, even if they got distracted. But generally speaking, the AI is not overly smart.

ZedJA2 wrote on Tue, 13 November 2018 09:21
Yet, most would say, that when they open a door to the stairs to the floor below -- they have their team ready with weapons and should get the interrupts first, not the A.I. I was merely saying why? I'd possibly expect the opposite.

So would i.
The difficulty is, however, [stair door] vs [building door].
The player, sitting outside in the dark, stealthily (is this possible or will the door make a noise even in stealth mode ? ) opens the door into a lit room: a) player is blinded due to the bright light suddenly hitting his eyes b ) enemy inside is still staring at the snail snailing along the wall, because s/he didn't notice the door was opened. Who interrupts first ?
I haven't had these situations with my recent play yet, so i don't know how it is solved ingame ; but generally speaking, both sides of the discussion can bring up valid arguments.

ZedJA2 wrote on Tue, 13 November 2018 09:21
Thanks for the info on the Focus skill, I had originally thought that, and then thought the other way after reading some posts in this thread.

You're welcome happy
The tricky part is that many features/discussions started years ago ; while new feautres might have been implemented, yet not discussed in lenght, at later stages.

ZedJA2 wrote on Tue, 13 November 2018 09:21
I capitalize SEEMED in order to highlight that I am not sure

All good. I'm also not sure if what i was talking about is correct. I forgot much about the game, and also humbly speaking: some things are [nice to know], but [not necessary to survive].
The one thing that embarasses me though, is that i didn't realize the wrong move cost in diagonal direction ; assuming the bug was present when i last played. Why ? I'm a tiny little bit crazy and occupy myself with this kind of details. So, well, i'm confuss now suprised

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