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NPC chain of command

Deon Beauchamp shared this feedback 41 days ago
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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.

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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.

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