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#ActualÁlvaro

Posted 28 July 2014 - 03:09 PM

There is a cheap trick that would solve the problem of all your synchronized enemies and would make them seem much smarter too: Limit how many agents can perform a particular task at a given time (usually to one). For instance, one agent might decide to shoot at the player while running, without taking cover. The other agents might want to do the same, but the slot is now taken, so perhaps they will run for cover instead, and provide suppressive fire once they get there. If you also keep slots for taking cover at particular spots, they will take cover in different spots. Since only one agent can run and shoot at the player at a given time, it will look as if the others are providing suppressive fire to protect the running agent, even though there is actually no coordinated plan. You can enhance the effect by playing clips at the appropriate times (e.g., "Cover me!").

This idea is not my own, but something I read years ago. Unfortunately, I don't remember where I read it.

#1Álvaro

Posted 28 July 2014 - 03:08 PM

There is a cheap trick that would solve the problem of all your synchronized enemies and would make them seem much smarter too: Limit how many agents can perform a particular task at a given time (usually to one). For instance, one agent might decide to shoot at the player while running, without taking cover. The other agents might want to do the same, but the slot is now taken, so perhaps they will run for cover instead. If you also keep slots for taking cover at particular spots, they will take cover in different spots. Since only one agent can run and shoot at the player at a given time, it will look as if the others are providing suppressive fire to protect the running agent, even though there is actually no coordinated plan. You can enhance the effect by playing clips at the appropriate times (e.g., "Cover me!").

This idea is not my own, but something I read years ago. Unfortunately, I don't remember where I read it.

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