NPC chain of command
NPCs may have their own decision making, but gameplay could be improved by having a NPC chain of command.
Some NPCs could have authority over the actions of other NPCs.
For instance a squad leader could delegate team roles.
A commander could direct areas to hold, advance, retreat and set engagement level.
Non-combative NPCs could have a command structure too.
If a commander is killed, a confusion factor could be added to the actions of squad leaders.
If a squad leader is killed, a confusion factor could be added to the actions of NPC combatants, that is until a commander could promote a combatant to squad leader.
After confusion has run for a short period, a default behaviour could then be assumed.
A chain of command could make the NPC behaviours targeted and formidable, when the command structure breaks down the NPCs tactics are much weakened.
I like this feedback
I had this idea that kitchens could be run by a head chef, and when the chef is out of range, the food being served becomes sub-standard.
I had this idea that kitchens could be run by a head chef, and when the chef is out of range, the food being served becomes sub-standard.
Replies have been locked on this page!