The AI, when spawned in as enemies, will select a random weapon from the in-game selection and begin patrolling an area. Say you have a house spawned in, the AI will have a higher ranked AI they need to protect or they simply take orders from. Say a Colonel or something. They will ignore the player until an AI Base Perimeter is set. Then they will protect the perimeter from any enemies (Friendly bots or Player), if the player has no weapon in hand or, at least not visible (Ex.: A pistol the players back or in a concealed holster), the bots will simply tell the Player to leave, counting down until they fire warning shots near players feet, arms, or head. Not only will they take objects into account for cover, but they will also map out areas. Or perhaps even take “Innocent” AI hostage. Now I know this would take an enormous amount of time and dedication, so this doesn’t have to be done directly before release, but it would be outstanding as an update, and I genuinely think this is what other people are trying to say about “Smarter/More Realistic AI”.
#Smarter/Realistic AI (An explanation on people’s thoughts)
15 messages · Page 1 of 1 (latest)
also wouldn't that be peformance heavy for quest 2 
Yes but I plan on upgrading. So not a big deal. There would be settings as well.
"yeah but it won't be a issue for me only other players"
bruh moment
also text wall what is this
Didn't read it yet but I had to comment on that
ye
Alright now that I've read it this will only be useful for map makers
Nobody will grab some tool and set a perimeter for half an hour to have fun for 5 minutes
And I don't think any of us feel like spawning in 70 different NPC's to make a faction
Unless we get a spawn of the whole faction with one click
There would only be preset factions