I tried to have a named AI as an object for a kidnapping, as an alternative to killing them, where - if the player decided to KO the NPC and move them to the area to leave before returning to complete another objective on the list, the KO'd AI would be deleted and a new one placed with a slightly different route and (didn't get this far) "drunk" and with new behaviours.
While it was a nice idea, to have the AI wake up after some time had passed [the timing was set by how long it took the player to satisfy another objective and if/then do the body-swap, rather than run a wait timer, which ensured the player didn't see it happen], the consequences of a woken up AI started to be more of a problem than a neat event.
So, ultimately, it was kinda crap and to make it work was too much work, and it didn't seem as an enjoyable feature, once the consequences were considered to keep the gameplay in-line with the player's expectations and experience in TDM.
Also - if AI woke up... How could I booby trap sleepers with mines as a safety net against discovery (ok, the explosion often means it doesn't matter, but it's cool), and use KO'd bodies unceremoniously dropped out a window as lures to distract guards from their posts..? It'd take out all the fun with ragdolls - everyone loves to line up the KO'd AI and push them off a cliff or send them to the bottom of the lake and grind the game to 5FPS as the physics go mental.
Edited by teh_saccade, 11 February 2019 - 04:58 AM.