Yeah, but surely you need to factor in:
1. Can the enemy hear him
2. Is the enemy injured. If so, would he attack or hide.
3. Teaming - if multiple enemy's. 1 might attack face on but the others might try to go around the player and attack from the back.
4. Types of attack.
- Some weapons might be better in some circumstances then others.
- When to use shields.
5. Protect team mates.
- If another enemy is attacking you close range, does it really make sense for the other enemy to throw in a grenade.
6. Different styles of enemy.
- Frontal attack (maniac)
- Steath sniper etc...
You get the idea.
I think the ideal is to create some kind of enemy automaton with personality/strengths/weakness with good path finding skills and a mini mission of it's own (ie - patrol and protect this area) and then let it loose in your level.
Should provide a more realistic playing experience.
1. Can the enemy hear him
2. Is the enemy injured. If so, would he attack or hide.
3. Teaming - if multiple enemy's. 1 might attack face on but the others might try to go around the player and attack from the back.
4. Types of attack.
- Some weapons might be better in some circumstances then others.
- When to use shields.
5. Protect team mates.
- If another enemy is attacking you close range, does it really make sense for the other enemy to throw in a grenade.
6. Different styles of enemy.
- Frontal attack (maniac)
- Steath sniper etc...
You get the idea.
I think the ideal is to create some kind of enemy automaton with personality/strengths/weakness with good path finding skills and a mini mission of it's own (ie - patrol and protect this area) and then let it loose in your level.
Should provide a more realistic playing experience.