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Сообщить о проблеме с переводом
Don't get me wrong I love this game but damn I don't think I'll be playing with AI again.
Too reasonable to do that?
In case of unintentional collaterals, the protocol is to maintain leadership until the mission is complete, unless the leader steps down voluntarily. Then, he'll be prosecuted ex post facto.
In case of intentional executions, the team should order the leader to lay down his arms. He'll then be relieved from command and arrested. If, and only if he refuses, shooting him becomes an option.
To punish murder with murder is ridiculous. No operative should be ordered to murder anyone. A combat kill isn't a murder. Nor is a death penalty.
To punish an unintentional murder with an intentional one is even more ridiculous.
It baffles me this is even a thing in this game.
It's a cool mechanic to give the AI some more life to them, but it's overtuned and will now have SWAT execute their leader for mistakes.
It was amazing in Halo or Star wars: republic commando when you pushed your limits with the friendly AI and they retaliated when you obviously became a traitor.
Then again they wouldn't just murder you for accidentally downing a friendly or being sloppy, it just needs tweaking here.
The game could simply lock the player in a lo-ready state similar to the police station at the second civvie killed, or the first execution. The rest, like being arrested / relieved from command, prosecuted, etc is just perfumery. Would add to immersion, but it's not crucial. Now, I think it's important to not show absolute disregard for human life, honor, the frigging law, etc, as this mechanic does.
I'd hope there's no record of this happening but i'm pretty sure if someone on a SWAT team, lead or not, would start blowing cuffed civilians' heads off one by one they would use lethal force to put an end to it.
Sure, IRL they'd yell at them to stop and put their gun down before shooting, maybe try to subdue them or tackle them, but that's WAY too much effort to program for such a "hidden" feature.
It's simply a neat mechanic that should only trigger when the player performs the ultimate gamer move and becomes a serial killer themselves.
It's the same type of commodity as when you stare at an NPC too long in Halo and they tell you you're creeping them out etc.
Just some reactions to the player going out of their way to do abnormal things.
I see your point, but i disagree. IMO it's very important, even crucial, to keep the legality of the way SWAT behaves, in a SWAT game.