Make fleeing enemies despawn.
Frankly, I'd rather see them come back with reinforcements.
What's annoying when it comes to rescuing (or kidnapping) people is having them still be a "captive" because of caltrops or some other summon. (The most annoying one for me, recently, was fighting Carnies. I actually don't mind carnies in general, but this one had an MI and friends - rapidly defeated. Except for the Dark Servant. And the phantasm that, just as it FINALLY disappeared, summoned a decoy. Which meant more waiting.)
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
Quote:
"Hey, Frank is uh, acting a little weird. You sure there isn't a hero here?"
Yeah that has always irritated me how they can run thru their own allies and none of those mobs is alerted to your presence.
|
"...You mean you're not supposed to jog indoors?"
On topic:
I agree on the reinforcements thing. Actually, I agree on both. If possible, I would want each group to have their own personalities. Hellions, practically street thugs, probably aren't gonna stick around when the going gets tough. Malta, on the other hand, should be using complex tactics to subdue their enemies, tactics that aren't "Everyone shoot something!"
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450
Quote:
If I saw them wipe out our team and the boss, I'd run OUT THE WAREHOUSE, not come back to the place where my boss and teammates got wiped out.
You meant to say
"...You mean you don't run around saying, ' they wiped out our team and the boss, run for your lives' ... weird people" |
The AI behavior has no basis in reality.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
If they run far enough, why not just let the game assume they're not going to come back? They fled the battlefield. They lost. It (should be) over.
It's especially silly when you're rescuing a hostage, and one of the hostage takers runs across the map, leaving their victim in your hands. But... the hostage still isn't free? I don't know what the game logic is for that, but it would seem to me that a guard who runs away is not really much of a guard.
Sometimes, certainly it make situational sense to be required to hunt a runner down, but the rest of the time we're only there to "defeat" them anyway, right? It makes sense to me that a criminal who realizes they've lost, and are likely to go to jail if they stick around, would run and then just keep right on running. They get out of the base you're raiding and just go home or something. That's also consistent with comic book logic, where often the hero's only goal is to put their enemy into retreat, not necessarily subdue and capture them.