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high level npcs and their bullet spongy nature


TheBlob2

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I really like the second wind and reinforcement suggestions!

I think you should try the last mod I suggested you, as it tweaks the AI in many ways ( they will try to flank you and take cover and so on ).
It has an optional module that lets npcs heal: I've seen them retreat, take cover and heal many times; also, I think it's silly to complain about enemies being bullet spongy and then suggesting many ways to exacerbate the aforementioned issue: certain variables of the game already make npcs move sideways while they are engaging you, which is rather silly and makes it annoying to shoot them rather than actually challenging ( fortunately, the variables can be changed to 0, just open the geck and edit them: fAIDodgeDecisionBase,fAIDodgeFavorLeftRightMult,fAIDodgeWalkChance ).

A 'damage avoidance/negation' sort of perk would really only fit someone with masochistic tendencies, no offense ( I understand if such a perk were given to a power armor with a force field of sorts, or an implant adding something like a dermal sheath, but given to a human just like that would not be realistic ).

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i really liked the AI mod you suggested, i didnt think anyone tried to make a mod like that before. but what i really wanted was smart AI for the higher level npcs only, because if both of them had the same AI and the same health, high level npcs would be just as likely of dying off as any other generic grunt. and the goal here is to make them harder to kill without giving them more hp

 

I think it's silly to complain about enemies being bullet spongy and then suggesting many ways to exacerbate the aforementioned issue:

 

as for the abilities that make the npcs harder to hit: because shooting an npc in the head and being told that you missed them, is more believable than shooting the same npc more than once in the head and being told they survived

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  • 2 weeks later...

the various abilities and their current status. i need help finishing some of the scripts and i also need some people to playtest some of them

 

second wind: finished, but has quite a few bugs which i am working on

 

calling in reinforcements: requires an audio file of a ncr/legion captain using a radio, but otherwise completely finished

 

junkie:

buffout: increases confidence, completely finished

hydra: limbs cannot be crippled, finished but not tested

jet/rebound/rocket/turbo: temporarily increases movement speed and attack speed, darastically increased confidence. finished, not tested

slasher/psycho: will make them suicidal, blowing themselves up to try and damage you, will set themselves on fire and run towrads you, and will never flee during combat. partcially finished but not tested

steady: will run backwards away from you while shooting, will run around and generally will try to avoid getting hit while still shooting back. not started yet

 

can't touch dis 1/2/3: i dont know how i am going to implement this one, i dont know where to even start

 

leadership: works perfectly in small scale conflicts (between 10-20 npcs), still not tested for larger scale conflicts (40-60 npcs). finished but needs more testing for larger conflicts

 

escape plan: completely finished

Edited by TheBlob2
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