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We rarely want AI allies to overshadow players - doing so will break the power fantasy. Instead, we want them to look like they're fighting and take a while so that the player can be the hero. You should read this archive post about [ why we don't want AI allies to be too good or too strong ].
NPC Flight AI updated to take advantage of the larger flight area. Faction fleet battles are larger, with each side sending more ships to the fight. Roguelike mode, NPC pilots will rank up and upgrade their ships more often. In the mid-game, NPCs will come equipped with better armor, shields and weapons.
And every enemy you down makes an exponentially more threatening reply from the warring factions, who might take a small break from their own fights to hunt you down.” Players take on the role of scavengers, or scavs, that have no allegiance to the fighting factions. They’re a mere mouse in a maze, scrounging for scraps.
NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. This fighting game health mechanic is too fussy and unreliable for a busy shooter. no mind control) only 5 powers (+1 PvP only power). Limited regen (e.g. No hoarding / shopping trips.
Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. During big long quest chains, there are periodic quest stages where you have to wait 1-2 in-game days before checking in with the NPC again. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.
Here’s a handful of good examples: Final Fantasy VII : you’re part of a terrorist organization that is doing a bombing mission to try and fight back against an evil empire. At all times, players should have some sense of how close they are getting to reaching that goal, and they should care about doing achieving it.
A homophobic English farmboy is forced to work with a hunky Romanian farmhand, and so inevitable muddy fight sex and simmering romance ensues. The simple sheep AI now has two behaviors: they run away from you if you approach them, but they'll follow you indefinitely if you give them a carrot.
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