Original Post — Direct link

Controversial or not, I feel the current direction of AI is undercutting the unique system of compliance and slow pace for ROE consideration. The AI isn't simply overly accurate as a flaw at release, which was always an issue anyway for SWAT 4 or older tactical shooters (before AI was refined), they are simply too intelligent to a point it undermines the very system having RON as groundbreaking. The current system has the rush needed as more closer to Ground Branch and Rainbow Six - the AI are way too tactically sound and aware to a point each one is equal to a trained soldier...

Basically, my point is that with such mobile enemies, and how easily they become alert, it's now only logical to either door wedge and flash every proceeding room or do rapid twitch shooting with silencers... The pace, too, has become much more intense and chaotic - not for the better... It use to be about following the ROE and being a LEO, but it's being reduced to a mere shooter, Farm worst for this trend...

Am I the only one who feels it's become too aggressive in general and this affects the play/tactics drastically? I understand this is enjoyable on occasions, but I feel it's limiting to approaches and so should be restricted to a more such as Raid - a more aggressive mode with loose ROE. For Barricaded Suspects, it's meant to have the AI based on such circumstances in real life where the suspects are held up in certain rooms and won't move in a paralysis due to being surrounded? They have fortified and will defend where they are, not try a COD flanking in absolute audacity against SWAT!

I'm fine with AI having novel reactions such as fleeing or using ducts, even taking bold risks against you in a hostile way, but they should be an anomaly and not the norm... A way to diversify behavior... Maybe it could be ordinary with militants and for a certain mode, but it should never, ever be the universal default...

External link →
almost 2 years ago - /u/Gruntr - Direct link

It’s planned to make each mode more unique, and we will continue to tweak the stuff that’s currently in. However, it is worth acknowledging that as you kill more enemies in a level, they will become less compliant and more resistant. This is intentional behavior, but at there isn't a point where they will not give up by any means. It just means instead of being able to yell you'll have to stun. The difficulty curve needs to move up if you're playing in such a fashion, that's our view right now at least.

almost 2 years ago - /u/Gruntr - Direct link

Originally posted by DevastatingAdmin

I am no expert on "gang behaviour". wouldn't the cowards fall back and surrender more easily when the bold guys in front already failed?

Depends if you want a game that becomes progressively easier or harder. This is where some of the modes will offer different challenges! Realistically most of these suspects wouldn’t fight to the death except The Hand and the Left Behind guys.

almost 2 years ago - /u/Gruntr - Direct link

Originally posted by extremelack

You could definitely have this vary from map to map but I think in some cases, sweeping a high percentage of the level's suspects could decrease morale and make them more scared/submissive or maybe so demoralized that they start having a much higher chance of opting for suicide/hostage taking.

Most certainly. We will keep adjusting our AI in any case. The whole system is very adjustable so once modders have it I can imagine levels with their own entirely unique behaviours and ai. we build all of this with the community in mind so that on full release people can just download a mod and hop in a server to get any experience they’d like. Of course, the base experience needs to be fun so that’s why we’re constantly working on it. :)

almost 2 years ago - /u/Gruntr - Direct link

Originally posted by AxiomSyntaxStructure

So, there's kind of an escalation, per se? I can see that working in some cases, but I see it going the opposite way in others. This is the kind of dynamism needed, I guess, for the unpredictability at the essence of RON being nerve-wracking room to room. I'm only scared this is being diluted from how action oriented it has become - aggression the norm.

I can understand the concern but we do want to make sure the way the suspects perform when aggressive is tuned very well, and then as we introduce mode reworks, they’ll bring different challenges to the player. Such as yeah, the prioritisation of tense split-second decision making happening in a level for one mode, vs. an all out escalated gunfight in another.