Suicidal Overconfidence: Difference between revisions

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* ''[[Deus Ex]]''. A terrorist with a knife will happily engage a security bot powerful enough to take down a hundred punks like him at the same time.
* ''[[Vampire: The Masquerade Bloodlines]]''. Of course, your character never ''looks'' very powerful at first glance, but not even the lowest [[Mook]] seems to back down even if they know beforehand you're on the level of an Elder, or even if they're witnessed you punching a few of their friends through nearby walls, whipped up a Desert Eagle, or made a few of them explode by boiling all the blood in their bodies.
* Anyone in ''[[Half Life]] 2'' who attacks [[Badass Bookworm|Gordon]] [[One-Man Army|Freeman]] and expects to live. [[Big Creepy-Crawlies]], [[Personal Space Invader|Personal Space Invaders]]s, Combine soliders, even heavily-armed aircraft and walking tanks (which at least have a small chance of succeeding), none of them ever consider this to be a Bad Idea. By about halfway through the game the player can even hear announcements by the Combine Overwatch (which sounds [[Hey, It's That Voice!|suspiciously similar]] to [[Portal (series)|GLaDOS]]) that anyone who fails to complete their mission will receive "permanent off-world assignment" among other punishments, indicating this trope may be part of Combine official policy.
** To be fair, there are large portions of the game where it's perfectly reasonable to end up so close to death that their attacks make sense. (Example: The motor/riverboat portion, if you don't REALLY know what you're doing.)
* ''[[Left 4 Dead]]'' and its sequel is like this at time for the special infected. While common infected are portrayed as being blood lust and crazy, justifying their mindless attacks, special infected are implied to be quite a bit more intelligent, which explains how they can set up ambushes. However, there's nothing that can justify why a Smoker would jump out of hiding and try to entangle a survivor when there's 3 other survivors ready to save their friend and blast the Smoker or why a Jockey would run straight at the survivors when they are so close together.
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** Worth noting is that with the right preparation, you can literally ''punch'' three such schmucks to death in a single turn.
* Towards the end of ''[[Fallout]]'' ''[[Fallout 1|1]]'' and ''[[Fallout 2|2]]'' your character is usually wearing [[Power Armor]], carrying one of several endgame weapons that can either disintegrate enemies instantly or rip off their torsos. Despite this, crossing the desert will get you attacked by punks wearing leather (barely above going naked, armor-wise) and armed with small pistols (which can't even penetrate your armor, not that it'd matter with your hundreds of hit points), who can usually be taken out all at once with a single attack from your minigun. Not to mention the [[Goddamned Bats|rats]].
** This also applies to your allies, who all too often insist on charging headlong into battles between you and other heavily armed--andarmed—and armored--foesarmored—foes. The fact that your capability for taking on these powerhouses obviously does not extend to the rest of your party never seems to dampen their enthusiasm.
** ''[[Fallout 3]]'' does it as well, mostly. Raiders and Mercenaries will still attack you on sight, but if you do enough damage to them they'll sometimes yell, "Fuck this!" and try to run away. This won't stop Super Mutants and Enclave Soldiers from attacking you, since they do remain a credible threat throughout the game.
*** The raider example is justified. They're usually so high on various drugs that they likely think they'd be able to take on a deathclaw barehanded.
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* Ditto ''[[Super Robot Wars]]''. The usual AI script has enemies making sure to attack the target that would take the most damage from a successful attack, but never bothering to check if it's even possible for the attack to hit.
** Though this is getting a little worse in the newer games, where there seem to be a few more parameters than target HP.
** ''[[Super Robot Wars Judgement]]'' tried the other way : enemies will attack mechs they have the biggest chance of hitting... which means they mostly target the [[Super Robot|Super Robots]]s (that means serious damage at best, and BRUTAL RAPE at worst) and battleships (attacking the [[Gundam Seed|Archangel]] is [[Tier-Induced Scrappy|a good idea]]. The [[Martian Successor Nadesico|Nadesico]]? [[Game Breaker|Not so much]].) The result was a terribly easy game, with your supers plowing through enemy lines like butter. So yeah, they're better off targeting [[Real Robot|reals]].
* ''[[Advance Wars]]'' does this -- thethis—the AI will always direct its units to attack whatever it can deal the most monetary damage to, regardless of actual strategic position. Thus, the AI will gleefully run its armies into your infantry squads to kill them, ignoring the fact that they're blanketed with artillery kill zones or has a megatank in its midst.
** The various sequels actually change this from game to game. ''Advance Wars'' itself had a penchant for hunting down loaded APCs, with the apparent goal of trying to kill two units with one attack, and a loaded APC was wonderful bait, since you are risking only 6000 cash of units, which may not even die, to lure out an enemy unit that might otherwise do over 10,000 cash in damage to another, more vital unit. Later games skipped this, but still prioritized hunting down infantry attempting to capture cities or factories (which is generally quite smart, but still exploitable). ''Days of Ruin'' actually saw enemy units that simply refuse to attack your units if it would require running within range of two or more artillery units, or other units which could easily counter it (which would make it a suicidal attack). This depends somewhat on the AI package they are working with, however.
* Played tragically straight in a stunning aversion of [[Story and Gameplay Segregation]] during ''[[Final Fantasy Tactics]]''. During a mission roughly two-thirds of the way through the game, Ramza encounters a group of enemy deserters comprised entirely of low-level, underskilled opponents. Initially they plan to fight thinking they have no choice, whereupon Ramza points out that no, he's not leading a pursuit unit. They then recognize him as a dangerous man with a bounty on his head and decide that they can kill him where ''elite soldiers from both sides of the war'' have repeatedly failed. Cue [[Curb Stomp Battle]].
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* [[Ryu ga Gotoku|Yakuza]] has street punks walking up to you, challenging you to a fight if you're in their turf. This is normally somewhat justified in that they often have you outnumbered, but even so you have random street punks harassing a not-harmless-looking clearly-a-Yakuza, or even worse solo fighters challenging built-like-a-shit-brickhouse-on-steroids Saejima.
 
== Exceptions: ==
=== [[Action Game]] ===
* In ''[[Batman: Arkham Asylum]]'' there are two modes of combat: Freeflow and Predator. Freeflow involves fighting a large number of (mostly) unarmed baddies. Predator involves staying out of sight and picking off several armed baddies one by first. When you come across a group of unarmed thugs they will ''hesitate'' before attacking. When you encounter a group of armed thugs they start out confident, but as their numbers thin they become increasingly frightened (you can even check their heart rate) and desperate for mercy, while their [[Bad Boss]] Joker simply laughs at them for failing.
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=== [[Turn-Based Strategy]] ===
* In ''[[Heroes of Might and Magic]]'', when encountering a relatively weak group of creatures, they will sometimes offer to join your army or run away instead of fighting. A few, however, had AI classified as "wild"; they were ''always'' hostile no matter if they were twenty goblins and you had a thousand dragons in your army. In addition, enemy heroes tend to flee from superior armies -- ifarmies—if it's their turn, The AI always fires off their most powerful offensive spell before retreating, giving them the ability to decimate an army even if they can't win a single turn.
* Similar to the ''Suikoden'' example above, in ''Napoleon: Total War'', if an considerably weaker enemy, for instance, one regiment, attacks a larger army, instead of retreating, you can actually deny his attack and send him away. In addition, at harder difficulties, if the AI detects it is losing a battle incredibly decisively, it will typically try to withdraw more valuable units--ifunits—if enough, the entire force--fromforce—from the battle,as to not lose an army on the Campaign map.
 
=== [[Wide Open Sandbox]] ===
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