(PS4)StationOfDead

Let's talk about enemies

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Hello ladies and gentlemen!

Today I will tell you my ideas to improve the game

said that we started!

This time I would like to share my ideas to improve the enemies in the game

 

Enemies:

 

Classification:

• Primary: they will use primary weapons as predetermined weapons but they can also rotate between secondary weapons and melee depending on the position of the enemy

• Secondary: use secondary weapons as predetermined weapons but they can also ...

• Melee: they will use melee weapons as predetermined weapons but they can also ...

• Disarmed: they will be disarmed by default (even then they will be able to fight) and they will not be able to rotate between other weapons

• Grenadier: will use mines and grenades as predetermined weapons and will not be able to rotate ...

 

Artificial intelligence: I would like this point to receive improvements

 

Ideas for enemies:

• Unit 1 (normal priority): has the capacity to distort the surfaces where it passes to cause damage to enemies

• Unit 2 (normal priority): has the capacity to disable weapons, mods, etc. of his enemies

• Unit 3 (normal priority): has the capacity to inflict damage per second on the health of its enemies until it dies

• Unit 4 (normal priority): has the capacity to create an aura around the enemy so that it is damaged with its own attacks

• Unit 5 (Low priority): has the capacity to roll across the map to inflict damage on enemies

• Unit 6 (normal priority): has the capacity to create a dome that encloses his enemies in a certain area

• Unit 7 (normal priority): has the capacity to launch several projectiles that bounce on the surfaces

• Unit 8 (normal priority): has the capacity to do more damage each time it attacks its enemies and becomes more resistant each time it takes damage

• Unit 9 (normal priority): has the capacity to create a charged explosion that can damage the enemies around it

• Unit 10 (normal priority): has the capacity to throw spores around that can inflict any kind of elemental damage

• Unit 11 (normal priority): It has an aura capable of attracting its enemies to him 

• Unit 12 (normal priority): has the capacity to blind, deafen, etc. to his enemies

• Unit 13 (normal priority): has the capacity to create a shield around him to defend his allies and himself 

• Unit 14 (normal priority): has the capacity to change form between blue (faster attacks and weak) red (attacks stronger and slower)

• Unit 15 (normal priority): has the capacity to spin around like a whirlpool that harms nearby enemies

• Unit 16 (normal priority): has the capacity to create an aura that returns attacks to enemies

• Unit 17 (normal priority): has the capacity to increase the strength and resistance of its allies

• Unit 18 (high priority): has the capacity to control the minds of their enemies causing them to self-destruct

• Unit 19 (normal priority): has the capacity to build walls and other buildings to defend their allies

• Unit 20 (high priority): has the capacity to revive and revive its fallen allies several times

• Unit 21 (normal priority): has the capacity to throw several lasers around which can damage enemies

• Unit 22 (normal priority): has the capacity to slow down time in a certain area

• Unit 23 (normal priority): has the capacity to create climates based on fire, electricity, ice, and toxin that affects the entire map

• Unit 24 (normal priority): has the capacity to create attacks based on 3 types of damage: tornadoes (slash), earthquakes (impact) and projectiles piercers (perforation)

• Unit 25 (high priority): it has the capacity to enter a dimension where it can not damage its enemies and its enemies can not damage it, it can also enter its enemies to the dimension

• Unit 26 (normal priority): has the capacity to do critical damage guaranteed with all its attacks

• Unit 27 (high priority): has the capacity to modify missions 

• Unit 28 (high priority): has the capacity to distort the player's mind and if not stopped in time makes the player leave the mission automatically

• Unit 29 (normal priority): has the capacity to bond with their allies to receive the damage they receive and link with their enemies so that they receive the damage that him receive

• Unit 30 (normal priority): has the capacity to launch missiles where the enemy is to cause devastating damage

• Unit 31 (normal priority): It has the capacity to launch a series of high-speed missiles that damage its enemies

• Unit 32 (normal priority): has the capacity to give a number of disadvantages to players (move slower, less energy capacity, etc)

• Unit 33 (high priority): has the capacity to traverse surfaces and their projectiles also too 

• Unit 34 (normal priority): it is immune to all the effects of states, critics, etc.

• Unit 35 (normal priority): Has the ability to launch nets that immobilize their enemies

• Unit 36 (normal priority): has the ability to harm the health of his enemies when they attack him

• Unit 37 (normal priority): has the ability to completely immobilize his enemies

• Unit 38 (normal priority): has the capacity to drain the player's energy

• Unit 39 (normal priority) : has the capacity to launch multiple projectiles that follow the enemy

• Unit 40 (normal priority): has the capacity to launch a loaded projectile that can pass through surfaces

• Unit 41 (normal priority): has the capacity to launch several projectiles that can cover a large area when they explode

• Unit 42 (high priority) this unit carries with it another unit that protects the damage and when it dies it becomes totally offensive

• Unit 43 (high priority): It has the capacity to attach fungus to enemies that cause damage and in turn can spread to other enemies

• Unit 44 (high priority): he has the capacity to take his enemies to an alternate dimension where he becomes stronger and his enemies weaker and the only way out is that his enemies beat him

• Unit 45 (normal priority): it has the capacity to increase the probability of states of its attacks and that of its allies and diminish that of its enemies

• Unit 46 (normal priority): has the capacity to increase the critical probability of him and his allies and decrease the critical probability of his enemies

• Unit 47 (high priority): it has the probability that its attacks destroy the surfaces of the map

• Unit 48 (normal priority): has the capacity to create tentacles on surfaces around it to cause damage

• Unit 49 (normal priority): this unit is unarmed but still very dangerous

• Unit 50 (low priority): has the capacity to hold on to their enemies to hurt them for a seconds

• Unit 51 (normal priority): has the capacity to create an aura capable of damaging distant enemies but not those close to it

• Unit 52 (normal priority): has the capacity to increase positive bonuses and reduce negatives to allies

• Unit 53 (normal priority): this unit can only be damaged with state effects and critical damage

• Unit 54 (normal priority): has the capacity to make the surfaces are wrapped in an aura that can be spread in a certain area to damage

• Unit 55 (high priority): has the capacity to ambush enemies by trapping and killing them instantly

• Unit 56 (low priority) this unit has the capacity to stick on walls and other surfaces

• Unit 57 (normal priority): has the capacity to create shock waves around them that harm those around them

• Unit 58 (normal priority): this unit has no capacity but is very balanced

• Unit 59 (normal priority): this unit has the capacity to become invicible

• Unit 60 (normal priority): this unit can leave a trail of gas where it passes to damage enemies

• Unit 61 (normal priority): has the capacity to use any type of grenades and mines but only that

• Unit 62 (normal priority): has the capacity to create an aura around him to deflect all enemy attacks

• Unit 63 (normal priority): he has the capacity to use ropes to swing around the map and to help his allies or topple his enemies

• Unit 64 (normal priority): has the ability to create shock waves that push their enemies

• Unit 65 (normal priority): this unit has the capacity to make sounds that damage the player

• Unit 66 (normal priority): has the capacity to decrease the ammunition, accuracy, reload, firing speed, etc. of its enemies and increase that of its allies

• Unit 67 (high priority): this unit has the capacity to control objects to defend or attack

• Unit 68 (normal priority): has the capacity to drop projectiles from the sky that can damage their enemies in a certain area

• Unit 69 (low priority): has the capacity to create inanimate copies of other units or of him same that explode when damaged

• Unit 70 (normal priority): this unit has the capacity to transform itself into objects 

• Unit 71 (normal priority): this unit has the capacity to ram enemies to damage them

• Unit 72 (normal priority): It has the capacity to decrease the defenses and the damage by enemies

• Unit 73 (high priority): It has the capacity to regenerate his health and become stronger as time goes by

• Unit 74 (normal priority): this unit has the capacity to heal and strengthen itself if it takes damage

• Unit 75 (normal priority): this unit has the capacity to heal and strengthen itself when it harms its enemies

• Unit 76 (high priority): has the capacity to inhale a part of the health of its enemies and then exhale it with its putrid breath to cause damage

• Unit 77 (normal priority): It has the capacity to create thorns that come out of his body that can harm nearby enemies and can also throw them to harm enemies that are farther away

• Unit 78 (normal priority): this unit can only use melee weapons

• Unit 79 (normal priority): this unit can only use primary weapons

• Unit 80 (normal priority): this unit can only use secondary weapons

• Unit 81 (normal priority): It has the capacity to dig through the surfaces of the map and when it comes out create a shock wave that damages nearby enemies

• Unit 82 (normal priority): has the capacity to jump to great heights and when landing create a shock wave that damages nearby enemies

• Unit 83 (high priority): has the capacity to lower gravity in a determined area that causes enemies to levitating and also can raise the gravity to shoot down the enemies

• Unit 84 (high priority): this unit has several tumors in their bodies that must be destroyed to harm it and when a tumor is destroyed it explodes causing damage to those around it

• Unit 85 (normal priority): has the capacity to deactivate the shields and armor of his enemies and activate those of his allies

• Unit 86 (normal priority): when this unit dies it has the capacity to explode damaging nearby enemies

• Unit 87 (normal priority): this unit has the capacity to distort the HUD, motion controls, etc,

• Unit 88 (high priority): this unit releases a lot of resources for those who can beat it

• Unit 89 (normal priority): has the capacity to invoke a swarm of insects that can attack or defend depending on the situation

• Unit 90 (normal priority): It has the ability to spit out its toxic blood that also appears when it is injured that damages its enemies

• Unit 91 (normal priority): this unit has the capacity to inflict more damage for a while

• Unit 92 (low priority): this unit has the capacity to fly with a jetpack

• Unit 93 (normal priority): it has the capacity to become stronger but this makes it slow

• Unit 94 (normal priority): has the capacity to launch a linear wave of thorns that damage their enemies

• Unit 95 (normal priority): when this unit kills its enemies it prevents them from resurrecting

• Unit 96 (normal priority): this unit has the capacity to move at high speed

• Unit 97 (normal priority): has the capacity to create an aura around him that can attract all attacks from enemies towards him

• Unit 98 (normal priority): has the capacity to self-destruct when it is close to its enemies to cause damage

• Unit 99 (normal priority): has the ability to multiply itself

• Unit 100 (high priority): It has the capacity to make its allies invisible and quicker and can also slow down its enemies and mark them revealing their position

• Unit 101 (normal priority): this unit has the capacity to weaken its enemies and make its allies stronger

• Unit 102 (normal priority): this unit has the capacity to emit sounds that alert enemies in the area

• Unit 103 (normal priority): this unit has the capacity to steal resources, mods, etc. from their enemies

• Unit 104 (normal priority): has the capacity to see enemies through surfaces and even if they are invicible

• Unit 105 (normal priority): has the capacity to create a pulse radar around him that can visualize his enemies even if they are invicible 

• Unit 106 (normal priority): has the capacity to do parkour around the map and can also disable the parkour of the players

• Unit 107 (normal priority): has the capacity to teleport enemies to different places on the map

• Unit 108 (normal priority): this unit has the capacity to teleport to approach or get away from enemies

• Unit 109 (high priority): this unit has the ability to become immortal with an exoskeleton that can be destroyed to expose it

• Unit 110 (high priority): has the capacity to create a sphere around it that can absorb the damage of its enemies and their allies to make the sphere bigger and stronger and can also throw it to hurt its enemies

• Unit 111 (normal priority): this unit has the capacity to heal its allies

• Unit 112 (normal priority): this unit has the ability to make its allies stronger

• Unit 113 (normal priority): this unit has the capacity to summon tools to protect their allies or destroy their enemies

• Unit 114 (normal priority): this unit has the capacity to become more resistant 

• Unit 115 (normal priority): this unit has the capacity to disable the skills, transfer, etc. of the players

• Unit 116 (normal priority): pets and sentinels that appear alone or with other units to help their allies and harm their enemies

• Unit 117 (normal priority) has the capacity to handle vehicles and invoke them on the map

• Unit 118 (high priority): this unit has the capacity to lower the level to its enemies and raise the level of its allies

• Unit 119 (normal priority): this unit has the capacity to call more enemies to the map

• Unit 120 (high priority): has the capacity to steal the weapons and skills of their enemies to use them in their favor

• Unit 121 (high priority): has the ability to use various types of weapons

• Unit 122 (high priority): he has the capacity to become other units and his enemies as well

• Unit 123 (high priority): has the capacity to create spheres around it that protect it from damage and harm enemies that touch

• Unit 124 (normal priority): has the capacity to create pillars around the map that steal the health of their enemies and heal their allies

• Unit 125 (high priority) (created by (PS4) BloodyXSavageX): has the capacity to disable warframes forcing players to use the operators to beat him 

• Unit 126 (high priority): this unit is a warframe controlled by enemy factions

• Unit 127 (low priority): this unit can only be damaged by operators

Note: each enemy will have different variations (not the powers) in the different factions

 

Priority of enemies:

• Low priority: they are less dangerous but have a high probability of appearing

• Normal priority: they are dangerous but have an average probability of appearing

• High priority: they are very dangerous but have a low probability of appearing

 

Dynamic alarm:

I think it would be great if this is not only seen on Venus (fortune) but also implemented in all the missions of the game:

Group:

• Unnoticed: there will be few enemies and these will not be aware of the player

• 5 stars: there will be more enemies and these will be alert depending on how many stars are active and when all the stars are active, the other phase will start

• Perceived: there will be many more enemies and these will be aware of the player

Individually:

• Unnoticed: the enemy will not be aware of the player

• Normal: the enemy will be alert

• Perceived: the enemy will be aware of the player

 

Behavior according to the level of the enemies:

• Low: the enemies' abilities will be light and their behavior will be low

• Normal: the abilities of the enemies will be normal and their behavior will be mediocre

• High: the abilities of the enemies will be strong and their behavior will be intelligent

 

Eximus:

I would like now that these units are only divided into 4 and their abilities are eliminated replaced:

• Fire: their weapons can inflict fire damage and their aura can set fire to nearby enemies plus they can give these bonuses to his close allies

• Ice: their weapons can inflict ice damage and their aura can freeze nearby enemies plus they can give these bonuses to his close allies 

• Electricity: their weapons can inflict electric damage and their aura can electrocute nearby enemies plus they can give these bonuses to his close allies 

• Toxin: their weapons can inflict toxic damage and their aura can poison nearby enemies plus they can give these bonuses to his close allies

• Fusion: when two different eximus units (fire and electricity) are close to each other, their damage types will be fused (radiation) until one of them dies

 

Special units:

I would like you to add elite units for all factions such as grineer nightwatch with their weapons wraith

 

Mini bosses:

I would like to add some mini bosses capable of appearing in all missions

 

Bosses:

I think that they should add more bosses to the game and that the battles against them consist of 3 or more phases so that the battles last longer and cinematic to make them more epic.

 

I hope you liked it

Thank you for your attention!

Edited by (PS4)StationOfDead
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46 minutes ago, (PS4)StationOfDead said:

I would like to add some mini bosses capable of appearing in all missions

Juggernaut, Bursa, Nox and such are already basically mini bosses

As for bosses, I watched a video of a fallout 76 server of about 10+ players taking on a very high level dragon that lasted a good 20 minutes or so, it was basically a bullet sponge but it looked pretty fun and challenging since there were other enemies attacking them as well. Would be nice if warframe had something like this.

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4 hours ago, Cephalycion said:

I think you have enough data there to start making your own game already, buddy.

To be honest ^^^

I'm not sure how well this'd work in Warframe, but you've certainly got a good grasp on enemy design as far as I can tell.

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A lot of your enemy abilities are basically copy - pasted from warframe abilities, and a lot more already exist in - game. Others are just completely broken. A enemy that kicks you from the game? That's not going to be very well liked. Enemies that prevent you from resurrecting? Same thing.

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

• Unit 121 (high priority): has the ability to use various types of weapons

What does that mean?

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

• Unit 118 (high priority): this unit has the capacity to lower the level to its enemies and raise the level of its allies

You can't really lower the level of a warframe.

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

• Unit 114 (normal priority): this unit has the capacity to become more resistant 

More resistant to what?

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

• Unit 95 (normal priority): when this unit kills its enemies it prevents them from resurrecting

This is what I was talking about earlier. You basically are forced to quit the mission, and lose all your rewards.

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

• Unit 115 (normal priority): this unit has the capacity to disable the skills, transfer, etc. of the players

That's literally a nullifier.

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 27 (high priority): has the capacity to modify missions 

How does that work? Like would it just suddenly do a modifier?

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 81 (normal priority): It has the capacity to dig through the surfaces of the map and when it comes out create a shock wave that damages nearby enemies

That's a ghoul auger.

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 92 (low priority): this unit has the capacity to fly with a jetpack

That's a Hellion.

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 117 (normal priority) has the capacity to handle vehicles and invoke them on the map

Vehicles? I don't think that would work in any tileset except for open - world.

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 70 (normal priority): this unit has the capacity to transform itself into objects 

Thats a Mimic.

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 4 (normal priority): has the capacity to create an aura around the enemy so that it is damaged with its own attacks

People are going to one - shot themselves.

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

Unit 125 (high priority): this unit is a warframe controlled by enemy factions

That will be quite hard to justify with lore, and it would probably be quite easy to beat.

I'm not going to list all of his suggestions for units that are copies of frame abilities, because there are so many of them.

 

I really do not want a lot of these to be implemented into the game.

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En 26/11/2018 a las 3:20, Cephalycion dijo:

I think you have enough data there to start making your own game already, buddy.

I've been thinking about it but it's not as easy as it seems

Thank you!

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En 26/11/2018 a las 4:06, (PS4)Equinox21697 dijo:

Juggernaut, Bursa, Nox and such are already basically mini bosses

 

I know but I think that they should add more

 

En 26/11/2018 a las 4:06, (PS4)Equinox21697 dijo:

As for bosses, I watched a video of a fallout 76 server of about 10+ players taking on a very high level dragon that lasted a good 20 minutes or so, it was basically a bullet sponge but it looked pretty fun and challenging since there were other enemies attacking them as well. Would be nice if warframe had something like this.

I know what video you speak to me and I also think it would be fun to see something like that in an event or something else to see how it fits

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En 26/11/2018 a las 5:41, (PS4)haphazardlynamed dijo:

How many years old now is Halo 1? the original version

it had better enemy AI and squad mechanics than Warframe does now

kinda embarrassing, isn't it?

I think both games are very different but even so I think that they should improve more the AI in warframe

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En 26/11/2018 a las 7:56, Loza03 dijo:

I'm not sure how well this'd work in Warframe

I do not either but I hope it fits perfectly because I think they need it

 

En 26/11/2018 a las 7:56, Loza03 dijo:

you've certainly got a good grasp on enemy design as far as I can tell.

That means a lot for me

Thank you!

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hace 21 horas, 1Waterstriker dijo:

A lot of your enemy abilities are basically copy - pasted from warframe abilities, and a lot more already exist in - game. Others are just completely broken. A enemy that kicks you from the game? That's not going to be very well liked. Enemies that prevent you from resurrecting? Same thing.

I am aware that there are units that already exist in the game, but if you read the note that I leave below unit 125, you will understand why I included them there and if you are concerned about the difficulty, there is the priority of the enemies and I don’t understand why it bothers you that I use warframe skills references to make new enemies

Now I am going to clarify some things:

hace 21 horas, 1Waterstriker dijo:

What does that mean?

They can use several weapons of the same type (primary, secondary, melee, etc.)

 

hace 21 horas, 1Waterstriker dijo:

You can't really lower the level of a warframe.

 

I think if it's possible

They have the ability to lower the level of their enemies to weaken them and increase their allies to strengthen them for a limited time

hace 21 horas, 1Waterstriker dijo:

More resistant to what?

They have the ability to become more resistant to all the damage that is done to them for a limited time

 

hace 21 horas, 1Waterstriker dijo:

This is what I was talking about earlier. You basically are forced to quit the mission, and lose all your rewards.

I think you've misunderstood

They have the ability to prevent players from being reanimated when they bleed-out

hace 21 horas, 1Waterstriker dijo:

That's literally a nullifier.

 

hace 21 horas, 1Waterstriker dijo:

That's a ghoul auger.

 

hace 21 horas, 1Waterstriker dijo:

That's a Hellion.

 

 

hace 21 horas, 1Waterstriker dijo:

Thats a Mimic.

I am aware of that

 

hace 21 horas, 1Waterstriker dijo:

How does that work? Like would it just suddenly do a modifier?

They have the ability to modify the missions (depending of the mission), for example: if you are on an extermination mission, he makes the number of assasinations to complete the mission grow

hace 21 horas, 1Waterstriker dijo:

Vehicles? I don't think that would work in any tileset except for open - world.

That is the point

 

hace 21 horas, 1Waterstriker dijo:

People are going to one - shot themselves.

That is the point

 

hace 21 horas, 1Waterstriker dijo:

That will be quite hard to justify with lore, and it would probably be quite easy to beat.

If you have seen infested mesa you will understand what I meant.

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I wanted variety but goddamn either this will force people to make big brain thinks and adapt constantly to their surroundings ultimately making warframe a more complicated game and arguably interesting or everyone will pick aoe frames and have a kill it before it kills me mentality 

another enemy I want to add is one that links to your warframe disabling it forcing  to go into operator mode to kill it but if you die in operator mode by it you’ll die for extra difficulty make it so that you can only use arcane revives for this enemy not affinity meaning a permanent death without arcanes We already have abberations so it’s not a long stretch of an idea maybe a sentinel enemy that does this

umbra will have a chance to deflect the link stunning the enemy instead based on tau resists

Edited by (PS4)BloodyXSavageX

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En 28/11/2018 a las 19:53, (PS4)BloodyXSavageX dijo:

I wanted variety but goddamn either this will force people to make big brain thinks and adapt constantly to their surroundings ultimately making warframe a more complicated game and arguably interesting or everyone will pick aoe frames and have a kill it before it kills me mentality 

I honestly think it would make things more fun and challenging I suppose but that is the idea since I have seen several players (including myself) asking for new content like barbarians asking for a chicken prey but the idea is not to make the players face off against all those units in a mission at the same time because I think it would be crazy and for that I add the priority of enemies to give some balance and in terms of variety I think it is well and is very necessary and I was thinking of adding more but that would have take more time so I will add more as time goes by

 

En 28/11/2018 a las 19:53, (PS4)BloodyXSavageX dijo:

another enemy I want to add is one that links to your warframe disabling it forcing  to go into operator mode to kill it but if you die in operator mode by it you’ll die for extra difficulty make it so that you can only use arcane revives for this enemy not affinity meaning a permanent death without arcanes We already have abberations so it’s not a long stretch of an idea maybe a sentinel enemy that does this

umbra will have a chance to deflect the link stunning the enemy instead based on tau resists

I think it's a good concept for an enemy so I'll add it to the list. 

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On 2018-11-28 at 4:43 PM, (PS4)StationOfDead said:

I think if it's possible

They have the ability to lower the level of their enemies to weaken them and increase their allies to strengthen them for a limited time

Could you please clarify here? I understand what you mean by increasing the strength of their allies, but I don't see how you could decrease a Warframe's level, and anyways, being lower leveled doesn't really affect how strong your Warframe is, just the mod capacity.

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On 2018-11-28 at 4:43 PM, (PS4)StationOfDead said:

I don’t understand why it bothers you that I use warframe skills references to make new enemies

It's mainly a lore problem. How would a new type of enemy use these? I don't think they would be able to reverse - engineer them, because the abilities are powered by the Void. 

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On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

their behavior will be low

 

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

their behavior will be mediocre

 

On 2018-11-26 at 12:17 AM, (PS4)StationOfDead said:

their behavior will be intelligent

So you want to have enemies with different AI? Some being smarter than others?

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