Heyo, just tried it out real quick! Neat mod, but I have a variant idea and I don't know if it's too much for you to do. What about a lore-accurate version? Let me write down a few ideas:
same suspect counts as vanilla
traps on the missions that have them (plus rare chance for traps on NEON Tomb and Coyote)
same civilian counts on most missions outside of Elephant (way higher on that one)
higher human-shield chance
surrender chances decreased/increased depending on mission, same goes with suppression (e.g. Kawayu Beach's suspects surrendering if suppressed compared to semi-rare chance outside of flashbangs and whatnot for the Left Behind and The Hand)
health and morale changes depending on motives (e.g. the delinquents on 4U would have way less compared to The Hand) and/or substances in the system (see: 213 Park Homes and Elephant)
accuracy changes, would probably also depend on suspect
higher startle chance (firing weapon when surprised)
less chance to shoot through walls, or if possible way less accuracy
reload times changed depending on mission
higher chance to knife/S-vest rush?
if a suspect sees another suspect die, higher chance to surrender?
Of course you don't have to do all of these- some may be too advanced for the RoN mission generator (although I've seen mods not updated to 1.0 have some of these features) and it may take some time, but I feel like it'd be a neat idea.
i will definetely look into that! some of those things i do not know how to do actually, sorry. i dont have much time so it might take me up to over a week to complete but i will try to get a base out there!
if you use AI MOD GENERAOR there is a tab called "suspect count" you just have to look for "minsuspects" and "maxsuspects". to my knowladge none of the others matter
7 comments
- same suspect counts as vanilla
- traps on the missions that have them (plus rare chance for traps on NEON Tomb and Coyote)
- same civilian counts on most missions outside of Elephant (way higher on that one)
- higher human-shield chance
- surrender chances decreased/increased depending on mission, same goes with suppression (e.g. Kawayu Beach's suspects surrendering if suppressed compared to semi-rare chance outside of flashbangs and whatnot for the Left Behind and The Hand)
- health and morale changes depending on motives (e.g. the delinquents on 4U would have way less compared to The Hand) and/or substances in the system (see: 213 Park Homes and Elephant)
- accuracy changes, would probably also depend on suspect
- higher startle chance (firing weapon when surprised)
- less chance to shoot through walls, or if possible way less accuracy
- reload times changed depending on mission
- higher chance to knife/S-vest rush?
- if a suspect sees another suspect die, higher chance to surrender?
Of course you don't have to do all of these- some may be too advanced for the RoN mission generator (although I've seen mods not updated to 1.0 have some of these features) and it may take some time, but I feel like it'd be a neat idea.