#Feedback: AI, Campaign and Enemy Variety

12 messages · Page 1 of 1 (latest)

jovial pendant
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Reasoning:
-AI is currently too basic: enemies walk straight toward you, pause, and shoot.

-No tactics: they don’t use cover, suppress, flank, or coordinate.

-Predictable behavior kills immersion and makes firefights boring.

-Gunplay is excellent, but weak AI undermines its impact.

-The main campaign drives player engagement; every update spikes numbers on Steam (500–2,000).

-Zombies also feel repetitive; encounters lack variety and tension.

-SCP encounters could be more immersive with unique mechanics.

Suggestions:
General AI Improvements

-Enemies should use cover and defensive positions

-Enable flanking, suppression, and coordinated attacks

-Add blindfire and dynamic responses to player actions, give them the ability to lean and crouch, maybe trying to take the player off guard.

-Make behavior less predictable; increase difficulty via intelligence

Campaign Focus:

-Prioritize main campaign over modes, it’s the “star” of the game

-Regular updates to the campaign maintain player engagement

-New modes are fine, but should complement not replace, campaign content

Zombie AI Enhancements:

-Add new enemy types: leapers, screechers, “fat” mini-boss

-Let zombies evolve through the story (virus mutations, new behaviors)

-Create dynamic encounters that use the environment strategically
(I know it drifts a little to Resident Evil and L4D2, it's just a suggestion)

-I heard MTF units are in the making, maybe AI improvements are on the way. But as being said, enemy variety and their unique tactis could enhance the gameplay. Take Ready or Not or Trepang2 as example

SCP Mechanics:**

-SCP-939 could mimic player voice chat to lure players into ambushes, for example Lethal Company the mimic mod

-Big Mama Bird scp thing or whatever it is, should feel more threatening: higher durability, less stunlockable. Played solo and mag dumped that bird with the mp9 and shredded it in seconds

-Unique enemy mechanics could elevate tension and replayability

hardy garden
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The main campaign is usually more focused on

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They are using side gamemodes to test out features if i remember correctly

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Tbh id rather they work on side gamemodes now and learn and create new features then them learning before working on the campaign cus if they start making changes now they will likely keep recreating the campaign over and over and having something finished is quite nice it makes the game feel more complete

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Also i do think AI improvement is smth in the works the posted a app for a AI dev if i remember correctly?

knotty ore
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Speaking of MTF, I think some variants with a power armor could work as mini boss fights to add a bit of tension like in stalker games

But I think outside of just AI, I think human enemies also need better animations for walking and death animations

jovial pendant
jovial pendant
stable edge
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I think more on MTF using different tactics is better than just serving as "bosses"

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In general human enemies could probably use varieties of tactics depending on their role, not only their weapons

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As we get deeper into the site, we could start to encounter better equipped and trained security

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Give them grenades, have shotgunners who push you while others surpress...