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Suggestions / Make AI stay at yellow alert level after player leaves combat with stealth
« on: March 03, 2021, 09:43:27 pm »
This change could make the stealth feel more challenging and less cheese-able without overcomplicating things or adding tedium. Perhaps it is too late in UnderRail's development to alter something like this, but I think it's at least a neat idea for Infusion.
If the player is in combat but then manages to hide, any enemy who had detected the player previously would rest at yellow alert level instead of regressing all the way down to green.
This would better give the impression that enemies have object permanence, while avoiding the pitfalls of having a randomly wandering "search phase" that the player would either wait out or abuse to isolate targets. It would also reward players for investing heavily into stealth, either to avoid detection to begin with or to be better able to hide from enemies who are already watching out for them.
The behavior could also be extended to enemies who take damage from a player's trap. But it should not be so easy to trigger that it would discourage the use of normal distractions (ie. using noise to lure enemies somewhere).
If the player is in combat but then manages to hide, any enemy who had detected the player previously would rest at yellow alert level instead of regressing all the way down to green.
This would better give the impression that enemies have object permanence, while avoiding the pitfalls of having a randomly wandering "search phase" that the player would either wait out or abuse to isolate targets. It would also reward players for investing heavily into stealth, either to avoid detection to begin with or to be better able to hide from enemies who are already watching out for them.
The behavior could also be extended to enemies who take damage from a player's trap. But it should not be so easy to trigger that it would discourage the use of normal distractions (ie. using noise to lure enemies somewhere).