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Decrease Damage on Fleeing Vehicle in a Pursuit


SCPD

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Suggestion for (MTA, Forum, website): MTA


Suggestion: Decrease the damage the fleeing vehicle takes in a pursuit by half or more.


Why should this be added?: Pursuit lasts longer and doesn't catch fire in... 30 seconds after banging every traffic vehicle in existence.


Anything else you'd like to add?: Any chance if a vehicle does catch fire during a pursuit the ped gets out of the flaming car and starts fleeing on foot instead of just keeping driving with the car on fire while waiting for its impending doom?

 

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The real problem isn't the armor of the vehicle, but rather its intelligence. Making the AI more intelligent is extremely difficult as it requires a massive amount of work with very complex scripts to deal with every aspect the AI will come across. Even if the armor was to be raised, the AI would likely run into something and get stuck way before it runs out of armor. Or at least that has been my experience with pursuits...


However, I do like the idea of the suspect bailing out of the vehicle once it reaches a certain low level of armor. It could be random even, maybe the suspect will run or maybe the suspect would stand their ground and just start attacking. Or maybe the suspect would just give up altogether :)

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I agree with the AI it is difficult to script an AI that actually flees. I can only think of a small workaround by nerfing the damage it take or buffing the overall vehicle health since the current AI will hit everything regardless but still reduces the chance of the car blowing up in less than a mile. At least until the AI becomes smarter.


Usually if an AI gets stuck in less than half a mile I literally give it more chance by pushing it so its unstuck from whatever thing it hits.

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