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Weapon caches strictly grant XP right now (and boost role score as a result). We've had discussions about how we can make these more impactful, and you've given us some good ideas here.
Noted on the Ready AI. I shared a response in a similar thread, but I want to confirm we're aware there's more work to be done in this area, and our AI team is looking into these as we speak.
I appreciate the tree branching behavior suggestion, too. The entire system is much more complex than this under the hood (especially in a procedural environment), but I follow your thought process.
The flinch suppression mechanic, while sometimes inconvenient, is not nearly as egregious as it used to be. I don't know the extent to which it was changed but in previous builds I always found it to be much more frequently intrusive than it is now, to the point where I basically don't even notice it anymore and just register it as a suppression signal to take cover or break contact. It can be problematic for the SAW due to the way it immediately interrupts full auto bursts to the point where you have to fire the weapon almost semi-auto with rapid taps (as in either left mouse or right trigger) in order to overcome the suppression, but whatever changes were made seem to work well for semi and burst weapons as these are inherently tap-fire anyway. I find that I am consistently and reliably able to output effective suppression fire while being engaged, often enabling me to escape multiple enemies by rapidly returning fire as I maneuver away from them. It seems like they increased the reaction sensitivity of player return-fire so it doesn't completely lock me down like it used to and now I can actually manage the situation. I might just be conditioned to it and overestimating any adjustments but the system overall now seems much more functional and far less frustrating. Previously if enemies rushed into the room they could easily lock you down with just their normal bot firing, but that doesn't really seem to occur anymore as long as you make an attempt to immediately return fire while simultaneously pushing into or pulling away from the source of incoming fire. If I do get fully suppressed it's usually because my current cover is between a rock and a hard place rather than being outgunned by the enemy, and therefore better to remain stationary and let the team handle it.
The increased player health and reduced required bandaging is definitely a step in the right direction but I feel that the current regenerate-until-bandage damage model is decidedly overtuned considering that players can repeatedly take such immense fire with such consistent frequency. If it hits the SAPI plate then great, but I think the classical tactical damage model of permanent damage to specific body areas that RoN has continued to use and refine over time would undoubtedly suit Six Days far better than the current model, so much so that I feel it is highly likely that the present form is only a placeholder until the developers implement such a system for a permanent damage model with limited healing capability. For example when damaged by enemy fire the player starts to bleed, the player is then able to bandage to stop bleeding and pause the HP pool loss, which does not regenerate, instead gradually degrading whenever taking damage until progressing into an incapacitation state wherein the team can then revive, with the body armor and helmets being able to take the appropriate damage in the appropriate places, and with an improved suppression system and effects. It would be extremely cool to have a system that allows for taking a near-impact mortar or rocket and have significant but survivable damage to extremities and then being able to continue fighting in that state with reduced capabilities for movement and accuracy. Slightly video-gamey but a far superior solution to magical regeneration, and the limited layers of health would serve to add to player immersion and decision making rather than detract from it like with the current placeholder Rambo-regen system. Additionally the visual aspect of having character models covered in blood with no real persistent damage is slightly immersion breaking and it would be much better to look at someone and see in real time where the real damage persists via the location of blood stains on a permanent model. I am curious as to whether the ai and the player do/will share the same type of health systems, or if they have their own unique ai health system. One current example of this difference would be that the ai Fireteam can bandage wounds and also be revived from incap, while enemy ai can do neither they just fall over dead.
Also the Fireteam ai pulls off some sick 100 meter rooftop headshots all the time no problem, but then when they get into a close-range fight both they and the enemy just dance around each other until one of them (usually the insurgent) rips a full auto burst to the face, entirely bypassing the incapacitation mechanic and just instantly killing them. Something is causing the ai to override the minimum required standoff distance to engage each other with their weapons as they currently seem to have a particular set of issues at close-range where they register the enemy but get too close too engage, or are maybe pseudo-suppressed or something, whereas with long-range they don't register the enemy at all past a certain point of ~125 meters and therefore simply won't engage them even when targets are in clear view thus requiring a manual Suppression order on enemy troops in the open. Ready or Not had a very long and rough road for both friendly and enemy ai that I remember all too well and it is only relatively very recently that RoN has finally become an actual full-feature release, I think for RoN the first legitimately and comprehensively constructed version was like v1.2 as v1.0 was rushed out for the holidays and had some very persistent ai issues between the superhuman enemies and barely functional friendlies and was definitely not what one might consider a full 1.0 release, but all of that faded into the past as development continued and it now has 183,000 Steam reviews and is an unbelievably incredible successor to the tac-shooter throne for the legendary SWAT series.
The RoN enemy ai aimbot headshots through walls was a huge meme it happened to me dozens of times and it was way worse than 6DIF enemy aimbot ever has been, plus up until 1.0 you had to scour every single inch of the entire map for the last remaining civilian or suspect or evidence and depending on how bugged it ended up being it could take almost as long as the actual mission duration. It was literally the equivalent of trying to find one single small weapons cache in an entire map of cluttered dark buildings in Six Days. There were such long update gaps during its development that for a long time alot of people thought RoN was more or less an elaborate and expensive vaporware product, but after the dust settled when it was finally finished it went on to become one of the greatest games ever made. I would assess that in terms of gameplay the primary differences between the two are the quantity and intensity of killing enemies. RoN's approach to combat is more of a "Think about maybe shoot a bad guy or two" whereas Six Days is "Shoot lots of bad guys whole time nonstop" and that is the key differential between them and why my 6DIF playtime quickly managed to overtake years of RoN playtime. The violently impactful gunplay, meaty shooting mechanics, and the deep satisfaction of wasting 100+ insurgents in just a few minutes in relentless point blank cqb fights is why I keep coming back. That is the core strength of Six Days and it is what should be focused on and improved and iterated upon, with the general Fireteam concept (for both players and ai) and procedural map generation combining to form the uniquely and intricately built frame that supports the extreme intensity of the experience. When this game works it's incredibly fun and engaging, and I'm onboard all the way but for the moment it is still in v0.4 early access and has a long way to go.
Regarding team commands to blow caches, until pathfinding is improved the Team Lead will have to manually order Fire and Assist out into the street while either Team or Ready plants the charge, it's simply too high of a risk to hope that they all happen to stumble out of the building in time when quite often they do not except for the smallest and straightest of buildings. Sometimes cache positioning in the really big buildings can be an inevitable death sentence for the ai even if you plant the charge yourself, because depending on the interior layout and how long or cluttered the exit path is even a single ai still won't make it out in time. Hopefully devs will quickly release a pathfinding fix, ironically enough I do feel much more confident with the Ready and much more vulnerable without him. There have been many posts emphasizing how terrible the ai is and although I really like the implementation of the Fireteam ai, it is objectively in a arguably janky and barebones state, plus by now I am used to their behaviors and the way in which they must be managed, whereas someone coming over from RoN ai is going to find the current state to be substantially less complex and complete, quite possibly even confusing and frustrating. Sometimes they do exactly what they should, sometimes they do the direct opposite of what they should, and sometimes they don't do anything at all. I would assume a full Human coop Fireteam is extremely capable in the most demanding of situations but since I don't play the coop online and after the pre-Fireteam solo play struggle I am just glad to have a semi-functional team at all and am greatly looking forward to future updates.