BarryTGash Posted September 8, 2010 Share Posted September 8, 2010 I expect I'm not alone in thinking that the typical npc you encounter (and invariably shoot) seems to have preternatural reflex's. It is not uncommon to see/hear an npc begin to shoot at you just before they emerge from behind a corner, basically meaning they have hit you before they've fully emerged from hiding (or at least ever so slightly afterwards i.e. less than a second). Also, their tracking seems to be exceptional - no amount of twitch-fu seems to be able to cause them to lose their lock on you. Does anyone know of settings or variables in the GECK that determine these things? I'd like to create a mod that tweaks these aspects as at the moment it seems DR is implemented as the only defense (ok, ducking and hiding helps but running from cover to cover at random times does not 'surprise' them) similar to some MMO's - where an npc can still hit you despite being physically out of reach. In my opinion this is one of the last issues not addressed that breaks immersion - if I zig zag at random moments whilst gallantly running away I'd imagine there'd be a short delay as whoever is shooting at me has to respond to my change in direction. Also, npc's being able to track your location whilst hidden behind cover is also unnatural - but I expect this to be a fundamental issue in the game engine and not directly manipulatable - adding a delay on aiming would go some way to 'faking' a fix. Link to comment Share on other sites More sharing options...
Johssy Posted September 8, 2010 Share Posted September 8, 2010 Hmmm, I don't have that problem. Whenever I run from cover to cover they do start firing instantly, yes, but they rarely hit. Its quite fun with all the puffs of bullet impacts all around me while I leg it. And if I break eyesight with them they'll almost always assume I'm still behind that cover (i.e I run behind a house, they'll go closer after a while to check around that corner even though I've already run around the house and ambushed them). Afterall, they have been firing at people for quite some time, have they not? I support the idea of delayed aiming, though! Link to comment Share on other sites More sharing options...
BarryTGash Posted September 8, 2010 Author Share Posted September 8, 2010 Thanks for your feedback. It's interesting how our opinions of the current AI differ - perhaps I have a persecution complex that needs addressing!! ;) In all seriousness though, I think that a delay in aiming would solve most issues here. I am still looking for other views - any opinion could be helpful. Link to comment Share on other sites More sharing options...
kopema Posted September 12, 2010 Share Posted September 12, 2010 I think this is a great idea. Sorry, I don't know how this can be modded, As near as I can tell, there is not any delay built into the code at all. Another thing I think is very unrealistic is when NPC's change direction instaniously. I'm sure programming realistic momentum would be pretty hard - and maybe a drain on the CPU. But if running speed could be reduced to half for a second or so whenever the NPC changed direction, that might help. In exchange, the player-character could suffer a RE-targeting penalty. This would add a tactical decision to gameplay: If you have lots of ammo, spam the attack key; but if you're running low, take a half-second between shots to make every one count. Link to comment Share on other sites More sharing options...
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