@FDEV, The reactions and actions of people on a settlement are, right now, seemingly configured to the way ships work around stations. The station defenses engage and every patrol ship engages the moment you get marked as "bad."
This does not mirror the way most people experience things on-foot, and especially not in games that have stealth components.
A baseline game AI, the AI of people on foot should be:
Full-on alert also makes all personnel that are not guards return to their rooming quarters and take cover (crouch)
Other levels of alert depend on the person's security level. Level 0 or Level 1 might alert a nearest guard (one) to come and see what is going on. It is location based, so if you move away from the location, the guard goes to where they were called. Depending on what they find, the alert might escalate, but they still wouldn't know exactly who they were looking for.
Suspicion escalates from
A full identification of the player would have to be spread to all guards on alert level 3 before there could be a coordinated assault, and guards would not know the location of the player, rather the location of the guard who identified and fired on the player.
If there are cameras on the base, the player could not be tracked outside of camera range, and guards would go towards the last reported position, instead of being omniscient.
Guard actions could also escalate, as instant-death is unlikely unless one is in an anarchy system.
This does not mirror the way most people experience things on-foot, and especially not in games that have stealth components.
A baseline game AI, the AI of people on foot should be:
- Role-based
- Limited to security level
- Delayed based on suspicion and actions observed
Full-on alert also makes all personnel that are not guards return to their rooming quarters and take cover (crouch)
Other levels of alert depend on the person's security level. Level 0 or Level 1 might alert a nearest guard (one) to come and see what is going on. It is location based, so if you move away from the location, the guard goes to where they were called. Depending on what they find, the alert might escalate, but they still wouldn't know exactly who they were looking for.
Suspicion escalates from
- Who are you? (give an opportunity to answer or bluff instead of remaining mute - this might depend on how you are dressed, and what security profile you've got. If you've only got the questioner's... trouble!) - may initiate a level 0 alarm (Hey, security come check this guy out)
- What are you doing in this area? (Credentials are definitely checked here, and if passed there is no alert) - may initiate a level 0 alarm
- Why are you messing with that? Why are you taking that? Why are you scanning me so much? (Credentials may help less, more likely an alarm gets sent - even if passed may initiate a level 0 alarm, if not passed may initiate a person's alarm level)
- Why are you hitting me/firing at me/killing me/shocking me/shocking that person? (Observation of violence) - instant alarm at person's level, fleeing to find a security guard.
A full identification of the player would have to be spread to all guards on alert level 3 before there could be a coordinated assault, and guards would not know the location of the player, rather the location of the guard who identified and fired on the player.
If there are cameras on the base, the player could not be tracked outside of camera range, and guards would go towards the last reported position, instead of being omniscient.
Guard actions could also escalate, as instant-death is unlikely unless one is in an anarchy system.
- Request stopping for scan
- Failure to stop triggers interception (grabbing you) and level 0 alert (summons another guard)
- Submitting to scan at this point requires the player to stop, gives the other guard time to show up
- A clean scan still results in them letting you go, weapons may make them scan longer
- Resistance to stop triggers drawing weapons and threats
- As long as the player does not draw weapons and remains passive, the first guard waits until the guard summoned to the location by alert level 0
- When the other guard arrives, the second guard scans you - if you are clean, you are fined for resisting and let go
- Drawing weapons during a scan triggers level 3 alert (summons all guards to this location) and lethal response unless the weapon is holstered/dropped.
- If holstered, the player is disarmed when other guards arrived, or lethal response ensues (if resisted)
- If disarmed or dropped, the player is scanned, and if clean, is fined heavily and warned they will be watched.
- Firing on security persons is level 3, and all guards are summoned to this location. If the player leaves and gets out of sight before other guards arrive, it is the same as any other level 3 where all personnel besides guards go to safe locations indoors, and guards stop and scan everyone. If you are scanned after a level 3 and found to the be the right person, and committed a violent offence, you will be shot unless you completely disarm.
- Level 0 means a guard is called to that location. If the person got a picture of you, guards may be on alert for you for questioning.
- Level 1 means a guard is called to that location, and other guards are more alert. Depending on the base and protocol, they may move to secure vital installations, or to specific security positions until the alert is dropped.
- Level 2 means a guard is called to that location, and other guards start searching just in case there are others. This usually means a person has infiltrated an important building, has interacted with an important person, or objects have been found stolen or tampered with.
- Level 3 means full alert, all guards go to triggering location, all guards scan every person they cannot immediately identify, and warn then fire on anyone with an unholstered weapon, or fire immediately on anyone discharging a weapon (includes shocking).