The All-Seeing AI: Difference between revisions

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** Ironically, Pegasus easily has the worst AI in the first GBA game, more than making up for his cheating by wasting cards, replacing his cards in play with inferior cards, and pretty much anything he can possibly do to give himself a disadvantage.
*** Pegasus is always extra blatant about this in any game he's in. This is most obvious in Duelist of the Roses. In this game terrain bonuses and penalties come into effect. Most of the [[A Is]] will walk into losing battles if you play your card face down on occasion, and can be bluffed some of the time. Pegasus will accurately calculate the attack of your facedown card after all effects, and make sound decisions based on it.
** In particular, this made the card Magical Hats, utterlywhich gives an opponent to 1 in 3 chance of hatting your monster, largely useless <ref>It can still thin decks and use the, then few, effects that take spells/traps from the graveyard, but its main use is gone</ref>; the AI would always attack the monster you were trying to protect!
* The ''[[Supreme Commander]]'' AI doesn't need radars or radar-equipped units to spot a cloaked ACU and blow it to hell with two tactical missiles (which aren't even homing, yet the AI always hits dead-on).
* ''[[The Elder Scrolls]]'' games are notorious for this. Along with the all-seeing enemies that home in on you as soon as you're within 500 yards of them ([[The Elder Scrolls II: Daggerfall|Daggerfall]] even let enemies see you through entire floors and closed doors), there's the all-knowing guards. Any time you kill someone even in the same general area of a guard, regardless of whether or not they see or hear you, you get a bounty on your head. Even if you're completely invisible, they'll still know you did it. Fortunately, their pathfinding in their attempts to arrest you doesn't benefit from this clairvoyance in [[Oblivion]].
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*** Another striking example are the "Hired Thug" groups that are sent after you in retribution for stealing stuff. They slowly and magnetically home in on you, no matter where in the game world you are. Even if you manage to fool them for a moment, they will only roam around disoriented for a couple of seconds - afterwards, all of them will turn your way again. And slowly start creeping towards your new position. Invisibility potions, shadow, heavy fog, perfect stealth, cliffs and 10foot-thick rock cover be damned.
** Merchants and guards in Morrowind have another kind of clairvoyance: every item has its owner's name baked inside, so when you steal something (and so ownership doesn't change), even if no one sees you and no alarms are raised ALL guards all over the world will know that it's stolen and should you be fined for sleeping in someone's bed without permission they will also confiscate the previously stolen item. Similarly, a merchant will recognize an item if you try to sell them back what you stole from them, even if it is a single arrow in a 300 arrow stock.
*** Source port OpenMW fixes this by making stolen items no longer stack (and merge ownership with) legitimate items.
* ''[[Halo 2]]'' has unlockable skulls that make the game harder. One of them allows enemies to see you through walls, making them impossible to catch off guard.
** The Whuppapotamus skull allows enemies [[Useless Useful Stealth|to see you when you have the]] [[Invisibility Cloak]] on, among other AI upgrades.