Guard AI is still terrible

Deleted member 182079

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Frankly, there is ZERO reason for a non-employee to be in a Dominator/Maverick suit with a big sniper rifle/assault rifle/grenade launcher and sidearm and cutting tool to be jumping around the facility rooftops.

If I was the Site Manager it would be shoot on sight!
Not even a quick call to Facilities in case one of their engineers is fixing the AC unit?
 
Not even a quick call to Facilities in case one of their engineers is fixing the AC unit?

Chapter 2 Subsection 1b of the Operations Manual states that any visiting technician is to first sign in with Site Security.

I do want to clarify with Facilities as to why they spec'd all maintenance panels to be non-removable without destroying it.
 
One thing that is potentially issue-report worthy is that when they ask you to hold for a scan, once they're in the little animation where they hold their hand up to signal you to hold still and start waving their scanner at you, they can't interrupt that rather long animation.

It takes considerably longer than the quarter-second it takes for me to give them the ol' Arizona Ranger treatment with the Big Iron on my hip.

I also just watched a video of someone punching an entire settlement's guards to death this way, because once they start scanning they can't stop even if they're being punched in the face over and over.
 
beside all the jokes, the AI still need a lot of work, if you land a ship in a closed settlement and there are scavengers there, they don’t do anything, they just continue with the patrols and no one investigate who arrived.

Also they are still just above goats in intelligence because if they discover a dead person they don’t do jack, it’s just too easy.
 
beside all the jokes, the AI still need a lot of work, if you land a ship in a closed settlement and there are scavengers there, they don’t do anything, they just continue with the patrols and no one investigate who arrived.

Also they are still just above goats in intelligence because if they discover a dead person they don’t do jack, it’s just too easy.
Yes, it really breaks my immersion when my fully armed and operational battlest combat ship lands in front of everyone and they just keep walking around with their flashlights. And they walk past a shutting down reactor, a disabled alarm panel and jammed open by overload airlocks/doors.

Ideally the ship and ground parts need to be part of a holistic mission.

e.g. You use your ships to zap the orbiting fighters, take out the ground heavy AA, maybe rain missiles on the soldiers in the open but need to land and mop up the bunkers on foot.
 
Yes, it really breaks my immersion when my fully armed and operational battlest combat ship lands in front of everyone and they just keep walking around with their flashlights. And they walk past a shutting down reactor, a disabled alarm panel and jammed open by overload airlocks/doors.

Ideally the ship and ground parts need to be part of a holistic mission.

e.g. You use your ships to zap the orbiting fighters, take out the ground heavy AA, maybe rain missiles on the soldiers in the open but need to land and mop up the bunkers on foot.
Oh, add that to the list of things that settlement workers should be suspicious of without necessarily immediately going hostile - some dude shows up on site that didn't arrive by requesting clearance and touching down on the actual landing pad?
They're jumping about on the rooftops and hiding behind crates for no readily apparent reason?
Hanging around for extended periods near but not necessarily in restricted areas?
Hanging about near closed doors where the access panel is flashing red for someone to come along and open it for them?

All of these should be "this person's clearly dodgy but not dodgy enough for me to justify pulling a gun, but if they keep messing around I should probably have the guards escort them off the base" level incidents.

I'm tempted to say that finding a body should be an immediate "raise the alarm" situation too, not "get suspicious for a while then go back to what you were doing".
 
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Honestly, if you're in an area that a guard can't get to like a rooftop and they spot you, they should probably yell something like "oi you, get down from there" 'cause honestly there's no good reason for someone who doesn't work there to be lurking on a rooftop.
"I'm the, eh, indoor atmospherics repair guy! There's a glitch in the... the... doodlipopper that... resets the... gas mix when... someone walks through the door. With a coffee mug. So I'm just checking the control box up here because 9 times out of 10 it's just a fuse. I know, ha ha, eh? Will be down in a minute to... err... oh ffs" <BLAM>
Slides Tormentor back into holster.
 
The only thing wrong with the AI in this instance is that they don't immediately shoot you for being on the inaccessible rooftops.

Did he say it was inaccessible? Many rooftops are accessible by stairs. He did say that the guard couldn't reach him but if the stairs aren't right in front of the guard when he starts the scan then he isn't going to walk around the building to find them so it's usually the case that the guard can't reach you. They can't even walk around a barrier to reach you, if the barrier takes them "out of range" they lose interest, the scan warning message disappears, and you think everything is hunky dory until you move and get a hail of bullets for your reward.
 
The AI does still need work yes. The scanning process isn't perfect.

About being shot for going on roofs, I disagree 100%. It should be normal for someone to be on a roof but it's not because Fdev forgot to make their AI use jump or access the rooftops unless they're chasing the player. I think it's enough that we get scanned periodically, if it works. It'd just be annoying if we got attacked simply for using rooftops and getting spotted and not really any more fun than what we have now.
 

rootsrat

Volunteer Moderator
The AI does still need work yes. The scanning process isn't perfect.

About being shot for going on roofs, I disagree 100%. It should be normal for someone to be on a roof but it's not because Fdev forgot to make their AI use jump or access the rooftops unless they're chasing the player. I think it's enough that we get scanned periodically, if it works. It'd just be annoying if we got attacked simply for using rooftops and getting spotted and not really any more fun than what we have now.
Yeah, it's realism vs gameplay balancing. Someone will always be unhappy, one way or another :)

I'd love for the guards to react in a more realistic way, but not to the point that it makes fun (subjective) and creative gameplay punishable (by death).

UNLESS we'd have in-game tools to mitigate that (maintenance worker disguise suit, first thing that came to mind). But that's A LOT of additional work on all levels, from design, production, coding to implementation.

Do we need it to be Elite Dangerous Odyssey Hitman Edition?
 
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