Okay, I've been working on the AI-Hack for F3C. I've learned quite a bit about what is and is not possible currently, even with FOSE (which will be required to use the new version of F3C). Here's a list of rudimentary functions that are being added to the AI subroutines of NPCs:
*Please remember these are all determined by actor values and factored in by the combat situation the actor (NPC) is involved in
1) Sense of self preservation*
2) Body Armor loses condition as it absorbs damage
3) Crude partner responses (such as using a stim on an ally, or providing cover fire)*
4) Can assess the enemy's threat level and respond*
5) Can change weapons and reload different valid ammunition (FMJ/JHP/etc) depending on their mental state & their target's defenses
6) Can withdraw from combat, thereby forfeiting a fight*
What else can you suggest for ai behavior?
*Please remember these are all determined by actor values and factored in by the combat situation the actor (NPC) is involved in
1) Sense of self preservation*
2) Body Armor loses condition as it absorbs damage
3) Crude partner responses (such as using a stim on an ally, or providing cover fire)*
4) Can assess the enemy's threat level and respond*
5) Can change weapons and reload different valid ammunition (FMJ/JHP/etc) depending on their mental state & their target's defenses
6) Can withdraw from combat, thereby forfeiting a fight*
What else can you suggest for ai behavior?