5 ms·
I think one issue is modern AI design. Their chance of hitting you goes down with distance and cover. Speed and surprise might be given some consideration, but
by jon_richards 7y ago
I think one issue is modern AI design. Their chance of hitting you goes down with distance and cover. Speed and surprise might be given some consideration, but you are almost always safest peaking around cover and clicking on enemy heads.
I'm not sure if the original Ghost Recon was actually this advanced, but it felt like enemies got more accurate as they got more evidence of your position. You could find a good sniping spot and take out a couple enemies as they fired in your general direction, but the next enemy that came over the ridge (after hearing your shots) would immediately kill you with their first shot. The solution was to use the rest of your squad. Once you got a couple kills on your sniper, you'd hide completely and switch to an assault in another position. The enemy would run over the ridge, but they'd only have improved accuracy against the sniper. That made them an easy fight for the assault.
Translated into the position graphs in the gamesutra link, there was a penalty for fighting from the same node for too long. This results in an inherent incentive to capture new territory and turns the "safe" hallway into a deathtrap.