srmalloy Posted 16 hours ago Posted 16 hours ago In the villain tip mission "Doctor's Orders", where you have to find two Paragon Protector NPCs and beat them down until they turn friendly, interrogate them, and then find Dr. Henziger and repeat the process, he also turns 'friendly' (reticle turns from orange to blue) when you get him down far enough. When this happens, he will turn on and attack any nearby Crey NPCs that are still standing. I don't know if this is intended behavior (i.e., 'no witnesses'), but it was entertaining to see him turning on what should have been his own men. Given the way friendly/neutral/hostile status works, though, I'm not sure there's a way to correct this if it's not the right behavior.
Rudra Posted 15 hours ago Posted 15 hours ago I'm pretty sure the game cannot transition a combat NPC such as an enemy mob to a non-combat NPC without removing the existing NPC and spawning a new one. Which with how the game seems to work, would mean the defeated NPC would disappear and then re-appear somewhere randomly within the available spawn points. I'm not absolutely sure about this, just pretty sure.
srmalloy Posted 15 hours ago Author Posted 15 hours ago (edited) That's why I don't think it's possible to do within the limits of how the game engine works. We already see the limits of it in the "Cure Lost" mission ending Montague Castaneda's arc, where the Lost you target freezes, then vanishes, while a civilian spawns and runs to where the Lost was standing. But it's entertaining, and when I got that tip mission again, I was able to get Dr. Henzinger to take out two of his Crey buddies after I beat him up. Edited 15 hours ago by srmalloy
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