Ill adress it personally to Chris...
Hmm so in the game design u talk about 3 types of AI.
And u say thats its hard to tell the difference why they act like they do. (Read "game design" bottom lines bout AI)
Would'nt it be easy to let us see why they die for us by some popularity status VS Fear status of the AI/ faction.
So the more they like u the more willing they will give there lives for u.
Well it would also be great if u could do such a thing for our own squad members. Now they just follow orders to the letter even to there dead(th)s. I know it migth seem insignificant in small battles but in the long term if ur gonna have wars, it will be impossible to control every member u got viewing there injury status. So then it will be more like the popularity VS injury/fear.
Well the more ur injured the more u want to flee ==> So then comes the question will he flee or fight on or just take the fatal blow, or die fleeing.
Then u could do the same as the bleeding thingy lowering fear over time.
Hmm thats about it on the first sight. If i wasnt clear on something please lemme know offc.
And like i said i dont know how hard it would be to program it or even if it is a good idea.
Or even if its possible still at this stage of the game.
And i know there's more questions to be asked then just the basic 1s.
As when u put a system like this into place it has to be thought trough a bit more then just 10minutes of thinking.
Well then a thing off topic: I think u r doing an awesome job Chris.
I even believe this is 1 of these games i dreamed about playing. (when its completely finished if you can ever finish a game like this... hmm.)
Since i dont think ive ever seen a game like what u want it to be when its "finished".
Ow and i apoligise for my crappy english.
Its not my intention on writing it grammatical correct (haha but i try ... only a little)