Team

* See also Game_Mechanisms
* See also Player_Activities
* See also BioShock_MMORPG_Programming
* See also MMORPG_AI_Improvements
Something FAR MORE Than : " BOOKER CATCH !! " 
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In the MMORPG, due to the current nature of gaming, a Player can have difficulties getting other Players to join them in cooperative gameplay. 'Team' NPCs would exist in the MMORPG to 'bulk up' the Player's capabilities by having assistance on their expeditions into Rapture's various hostile environments. This also serves for diversification/organization of skills via 'management' of semi-autonomous NPC characters who can accompany the player - who also carry out various automatic Tasks to alleviate certain tedious game activities ( leaving the Player more freedom to do interesting things ).
This group of NPCs associated with the Player would be their "Team".
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Lackeys for U :
I've seen MMORPG games where in the 'old days' one had to go to a mailbox to pickup ones in-game Mail *or* go to the 'Bank' to access inventory stored there, etc...). Then to be more 'convenient' they started allowing Players to access their mail (and sometimes their bank) from anywhere on the map. Some games had Unlimited loot capacity 'Bags of Holding' even ( in later games particularly if you 'paid' real $$$ ... )
For this BioShock MMORPG, which is going for some realism, you would have a Lackey/'Team' NPC henchman sit in your Residence (when you get one), and be set with instructions to handle various types of Mail - some having to do with a Players business operations, or organizing supplies ordered and such. So while you are out adventuring, the routine stuff still gets done. No doubt there would be your 'desk' where important messages are piled and a bulletin board where new notices get posted for you.
There ARE some instantaneous communications in the tech genre ( some convenient phones and possibly a radio link as options ) through which the Player can be notified. The Pneumo does would work within City Limits when something urgently needs to be forwarded to the Player ( instead of waiting to return to base or have a lackey deliver whatever it is ).
Some Player convenience can be accommodated, designed with a sufficiently simple interface and option selections to make it easy to use. Scripted AI to handle such things would be 'plugins' ( and improved/expanded by the MMORPGs Player Creators ).
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Those Handy Team NPCs : 
Inventory Pipeline - let your NPCs handle all those mundane loot items or manufactured goods which YOU spend your time making business/adventuring decisions for. You define what/how types of things/items/objects are handled, and your NPC 'Lackeys' do all the repetitive grunt work - EVEN when you aren't there (offline)!!! ( This MMORPG isn't about 'grinding' like so many others - we don't want tedious 'filler' ... ).
More than a little programming logic smarts to be built into their behaviors to do things in a intelligent way (and to allow sufficient options to have them do what YOU want done, and an interface to make setting such things straight-forward for most Players). Project Status Boards (in-game interface) would make visible the process and priorities and results ( would be accessible in the 'offline' tablet/smartphone access to the MMORPG ).
Various 'instruct by example' game mechanisms, where what you do (yourself) initially can be done by them later, as well as logical behaviors for them obtaining things THEY need to fulfill their orders/functions, without YOU having to micromanage them ( big ticket 'special' items would be on a "Check if OK" list given to you for the more costly decisions ).
Inventory Trash management - directives of what to keep/stockpile vs dispose of in 'the usual way' ( Dump it in the nearest vacant lot or down the sewer, or sell it off... ). Parts/Materials that are useful for existing/planned/future projects would be saved, stockpiles for common contingencies, etc ... You find all kinds of weird rubbish in your explorations, and as you develop skill, your NPCs will know better what is valuable/useful or not.
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Team Member Interactions:
Having a 'Team' of NPCs to assist you requires a communicated order system ( it is very difficult to make AIs act fully competently in situations and cues from players can go a long way to assist in coordinated actions ). Some systems I've seen in recent games were quite feeble and had helper NPCs doing absurd things that made them more a liability than any 'help'.
Interface types :
* Click and point targeting ( probably a over-the-shoulder view ) with good default 'implied' orders to minimize 'menu selecting' which can make fast combat deathly tedious or even unworkable -- players need to be able to issue 'snap' orders and let the NPCs do their thing. - Potential for voice recognition interface (single word commands usually have fairly accurate input quality) and limited command set allows successful training adaption ( conventional menu/text inputs also available for flexibility )
* Some commands would be to entire 'team' like 'Retreat' or 'Attack' or 'Now'.
NPCs will have a good pathfinding ability so the Players wont have to guide them every inch of the way. This include getting around obstacles and expanded movement types like climbing.
The Player may tell his 'Team' members to take up specific positions (wait for signal) for some situations ahead of time (ie- combat ambush or in a salvage using explosives moving team members a safe distance).
Bots would only have simple commands (since they aren't supposed to have the intelligence of NPCs). The Player would have to micromanage control.
Intelligent 'AI' NPCs should be able to override/ignore orders when they decide that the result would be bad ( Self Preservation - the NPCs are supposed to be human simulations ... ) Infinite's simulation of Elizabeth will be nothing compared to what the MMORPG would have for Team NPCs.
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'Team' Combat Roles :
* For the Player's 'Team' when going into a combat situation in the 'Wild' or an infested sewer, have some kind of  'roles' designated for the individual NPCs - 
* Like Scout or Rear Guard or Catcher so that the behavioral programming can have them act a little more appropriately without having the Player have to micro-manage them with orders. It is also useful for choreographed 'Plays', with different 'actor' roles to play out a 'cutscene' for a Quest/Mission.
* Multiple (many) roles with different duties can be designed, and the Player pre-set them as a basic control mechanism for situations where things start happening very fast ( and clumsy Order Giving mechanisms/interfaces wont be sufficient ).
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Fire and Forget Tasks for Player's 'Team NPCs' :
Why force the Player to do tedious things when all kinds of Adventuring awaits out there ??
Lots of MMORPG have tedious repetitive skill-less activities ( and their crafting stuff it extremely boring too ). Not even being like a BioShock Hacking game, or a candy-crush-like puzzle to offer some interest (or gambling chance game). Just a sap of the Player's time to cover up the lack of anything more interesting to do in the game ( and then generally done in a way that unless you expend extreme amounts of tedious effort, you (FINALLY) get things that aren't even as good as those that are handed to Players as reward for doing ordinary Missions ). 
SO we can (in the MMORPG) instead have Tasks the Player's NPCs will do for YOU ( as they want to make a living working for you ). THEY get to repeat doing things Over and Over ( routine things you specify ).
There is a need to make the interface for this easy to understand/control in assigning/prioritizing tasks, monitoring-status, for decision-making where needed. Otherwise it is just a more complicated half-assed game mess than the 'usual' game-company product.
Likewise 'SMART DEFAULTS' for behaviors, so your minions 'react accordingly' to various situations.
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Splicers ARE Coming 'Out of the Woodwork' to Ambush You :
Advantage of having a 'Team' of NPCs as you personal lackeys, is that they can spot things, warn you, and semi-intelligently 'hold them off' for a while when you were trying to solve some problem/puzzle ( or to have time to formulate strategy and/or issue tactical orders ).  How many games have you found where the 'sidekicks' get in the way more than they Help ? And you (if allowed) often found it simpler to 'leave them behind' to take on the Enemy Hordes single-handed to get the job done ??
The 'Elizabeth' thing in Infinite BS was touted much, but her keeping distance and periodically tossing you 'loot' is hardly any achievement to crow about.   All the Choreographed 'scenes' and canned interactions at locations involving her - there is NOTHING new about that.   (( Her being INVULNERABLE indicated they could not make her versatile enough in the AI scripting to handle even basic combat situations. ))
Expanding drastically upon anything you've seen so far in games ( by magnitudes for 'assistant' sidekick NPCs ) is what I am HERE talking about.
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Coordinating NPC Teams :
One advance of this game is having lackeys/minion NPCs to assist the Player in various activities ( many tedious mundane and unexciting ).   In Adventuring, they increase the Player's "party"  ( these days some MMORPGs are moving away from group playing, and adding NPC assist for role filling ).  It does require quick reaction (even if issuing orders) or being more automatic/reflexive with pre-specified roles and actions for various situations ( It is pretty hard to coordinate yourself plus NPCs and issue detailed orders for complicated situations - and small areas mean you will 'be in the thick of it' and rarely can 'lead from the rear' ).
Much of it has to do with having people in the right place ( and NOT in the wrong place when things start  happening ) First lesson will probably be how to coordinate a 'point man' ...
Two Players Adventuring, each having NPC 'followers' - The NPCs have to be coordinated with different Players issuing orders (potentially conflicting) for their different tactical preferences.   Consider that this game allows 'Friendly Fire' injuries/damage ( NPCs will try to avoid, as they would even with a single player ).  But it gets more hectic with even more bodies around.   Just as in real combat, actions get nullified rather than risk hitting a 'Friendly'.  Of course the Splicers will be constrained the same way ( AND NO, they aren't all simply insane and don't care -- all those ones are long dead ).
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Care and Feeding of Your Team NPCs :
They can "Go Postal" on you if they don't get stress release.  Being their Fearless Leader, YOU have the responsibility to handle and prevent that.
NPCs with attitude ( as in they aren't rote following slaves ) and they need incentives and motivational effort more than a few trinkets  ( Just don't go 'Sofia Lamb' on them ... ).
Of course you can just play solo or with other Players in your adventuring ( or only work with your NPCs when you need the extra firepower or Skills ).
It will take alot of Player Creator work to flesh out all the idiosyncrasies and personality variants ( and Behavior Patterns ) for all your possible Team NPC members.   Be firm, but fair....
Voice responses - can share this interaction method with other NPCs in a general way 
Improving their Skill Sets will be of interest to you, yet many people have limitations which can take them only so far.  ( You yourself will have skill limitations -- so get over it already ... YOUR cleverness can find alternatives. )
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Group Dynamics Within the Players NPC 'Team' :
Different Team members may offer (make available) different strategies and tactics ( besides any specialty abilities they have ). You have different 'mixes' of NPCs selected for different Missions ( There's a limitation ramp of how many you can manage at once ). More complex/challenging Missions can take more personnel.
Different tasks - they are also used not just for Missions, but also routine things like Fabrication (crafting) and manufacturing, Shop/Sales/Clearinghouse operations, Information gathering and research, Residence construction/improvements, Transporting Loot, Security, etc ...
They would have personality to set them apart, and develop alongside your Avatar. You invest in them like you would upgrades to any game tool ( They enable and increase success for certain Mission types ). There would be significant involvement between the Player and these NPCs. You are expected to help injured members of your NPC "Team", and failing to do so many cause the others to leave your employment ( seriously, if you can't help your employees survive, what kind of employer are you ? ).
Automatic behaviors - NPCs will 'spot' things of interest and alert you to them, or defend you (and themselves) during an attack ( without being prompted or micro-managed ). It Won't be the "Hey Booker here catch!!!" or "Oh, I Can Pick This Lock!!!" lameness ( SERIOUSLY, THAT was touted as some new achievement in AI ???? )
SO a "Mind of their Own" to some extent ( there are some very talented behavior AI programmers out there who might like a challenge ). Having consistency is a problem here - If you have one NPC who is very well done ( versatile and interactively useful ), and others that are blatant lifeless robots it will be pretty obvious. The Template system would help some, but it would still be a big project in itself to get it done well. 
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You might have 'Temporary' Team NPCs which would allow well tailored *special* interactions -- Like having a 'Comedy Relief' character who goes through their set of (situation appropriate) Antics and odd/unique activities, but then who would otherwise get quite tiresome with even a little repetition and hence them being Temporary/transitory NPC characters.
There would also be Hirelings/Contractors for special tasks ( kept longer than add-on NPCs you get within Missions ), but when once done/served their purpose can leave. You would develop a number of 'useful' NPC people who you can call on for their special abilities.
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 A 'Team' NPC Behavior AI Scripting System : 
Optional scripting to improve control AI of NPCs.
Will be Player Created and Distributed : The MMORPG's Players have the Time to continue to create and improve these Scripts in these tiems when Game Companies are loath to spend any additional monies on a game. This idea Taps into all that existing Player Talent which dwarfs what's available at any Game Company ...
IT Can be done in small increments - much simpler to add than a 'mod' level' as a contribution. Generally Done by programming 'experts', but usable by multitudes of Players ( and suggestions of improvements can come from all ).
The Asset Creation Community would have MANY online tutorials/examples, advice, critiques and vetting ( the full collaboration mechanism ). The scripting system would have many basic program modules/functions (company created) to access/process in-game data/info ( this is 'scripting' and not 'programming' - low level operations are done by pre-supplied efficient code ).
I can foresee a visual desktop like symbolic interface where 'AI modules' are installed and activated to facilitate player use. A player should be able to EASILY install the scripted logic and see for themselves how well it works ( and be able to uninstall it as easily if they don't like what they see ).
Test/Debugging on Test Servers would be part of the system. Testing arena's with all kinds of scenarios to 'tryout' the new AI would be provided, with the player able to setup a situation they want to see 'handled' ( the same mechanism would be used by the AI developers while they are perfecting their logic ).
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Two Forms :
* Client Plug-ins - AI runs on Player's Client to direct NPCs while player is online -- uses the greater CPU resources (offloaded from servers) - and can act in real-time ( like to do Team NPC combat logic ). Players may leave their computers on to keep their 'Team' productive. Players could even monitor their 'client-controller' (game machine) remotely from another computer/tablet/handheld. Plug-ins are Task Specific - so players can install the plug-ins they need/prefer and not have to bother with all the others ( some people like micro-managing specific things ).
* Server-side -- carries out more basic 'generalized' instructions that would keep the players 'Team' NPCs and other agents working at their defined Tasks while the Player is offline ( moving about the City on Tasks that make the city actually LOOK like a city with people in it doing things ). This player Scripted logic is more the prioritizing of standard tasks and to react to/handle results of those tasks ( like retrying or doing a alternate solution, when trying to obtain certain resources ). Simply getting ones 'Team' NPCs ahead of time to a convenient location for a 'live' activity can save alot of players play time.
Similar scripts would be used for all the Server Run NPCs -- Part of the expanding assets used to continually improve the game. There would already be many 'standard' scripts (Company provided) that keep all those independent NPCs moving and working in the City. Players could/will submit improvements to these.
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The script logic is fully 'Visible' for review ( so 'Griefers' scripts can't hide ... ). The Collaboration mechanism allows 'open source'-style improvement.
Shareable/Distributable - will have reviews/explanations/feedback online -- basic tutorials would be standard requirement for publishing ( and suggested 'testing' situations ). 'Improvements' would have to include a description of what was actually improved and why ...
A basic 'Task' script has control settings - usually limits and targets and other specifics. Having these easy to set (and understandable) would be part of the system ( sliders and modal checkboxes usually are easier to understand ). The Dialog-Tree mechanism could be used here to set modes/directives and even explain what the settings do ( can be done as a multiple-choice form of 'Asking' the Player 'what to set' or what to get done ).
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Lockpicking with Elizabeth - Your Team NPCs Not Quite so Automatic :
They couldn't really restrict Lockpicking much in BS:Infinite because some backstory would be missing or whole areas they created which half the player might never see ( and the game play-thru would be even  shorter ... ).  There were plenty of Lockpicks about if you played as a Manic_Magpie.   In BS2 they actually had (via Hacking) some 'Ohhhh Noooos' risk and excitement with the game (active opponents) NOT play-freezing ( as in BS1 ) while you tried to hack stuff. 
Learning to lockpick from a book -- so easy so much of the time, yet Elizabeth couldn't figure out her containment chamber's lock after years ( and with her tear peeking abilities too) ???? ( Sonic Screwdrivers hadn't been invented yet ).
In the MMORPG, you have varying methods of unlocking things, varying skills, varying consequences ( "Hey Jocko, I wanted to salvage that expensive Genetic Lock you just smashed ..." )   Most easy locks probably would already have been previously opened, and perhaps closed again intact after all the goodies were extracted from behind it. ( Good Detail Idea : Part of the auto-generated 'grungification' would be to have smashed locks/bashed open doors, patched locks and doors, etc ... to make it look like previous visitors had already done various things to newly generated game locations, and subsequent actions of Splicers occupying areas to so similar things as part of normal behaviors ).   
A whole new range of booby traps and such ( Splicers have had years to come up with these things 'to keep what's theirs as theirs', from other Splicers ... ).  Locks left intact might have been avoided by past visitors for a very good reason :
* Rule #1 -- Make sure Water is not slowly leaking past the door seals, or make sure on touching that the door is NOT either 'very hot' or 'cold as the Sea'). 
* Rule #2 -- If scrawled on the door is 'the Skull and Crossbones', and the words "Keep Out and this means YOU!!", extra caution is probably required.
* Rule #3 -- Don't destroy a door/lock if possible in trying to open it.  You may want to be able to close/lock it later.
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Weapons Training for Your Character And your 'Team' NPCs :
* Old fashioned shooting range stuff -- practice ( a staple 'tutorial' for many gun shooting games ... )
* Physical training also is usually a good idea for adventurers ( since you aren't supposed to damage the  Splicers to much, you will likely have to physically overpower them ).
* Group training for your 'Team' - probably will be available as 'training missions' for various tactics and coordination is key to success AND not killing your own guys.
* Skill development of NPCs ( and your own character/avatar )
* Reality means that fixing a jammed gun is as critical as firing straight in a hectic situation.
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Proscribed Solutions from AI :
Here's a nifty idea of something to add to this game system : Player Hint/Advice which offers a short list of 'things to do' in a particular situation. Even better - if you click the offering, it gets carries out without having to work the fiddley controls. Not Quite as AUTOMATIC as having the Team NPCs 'just do things' autonomously.
The programmed logic to interpret/digest the Current Situation is the HARD part, and then to offer an appropriate in-game solution. This could save the Player alot of "elbow grease" actions for routine game operations. Expansions would include similar order lists for your 'Team' NPCs. Semi random contents of the short list can steer the Player into doing unusual/less-obvious things ( with amusing consequences ). Priorities, Proficiencies and available Tools, as well as Situational Circumstances would be considered for the solution offerings.
It is Desirable for this functionality's 'AI' to run ON your Client machine to offload the potentially heavy AI processing from the Game Servers.
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Idea - Loaning and Letting Other Players Play Your Team NPCs on Missions :
One of the classic problems with MMORPG group activities is : 
:First) getting enough people all online at the same time, and 
 
:Second) Getting them all to the same location without long waits/delays ( Many MMORPG games now have an unrealistic teleport/gatewaying to facilitate their group activities ).
In this MMORPG, you take your Team NPCs with you much of the time, so they (warm bodies) will already be on hand to be 'possessed' by a Player. Some kind of reward would be made for such assistance -- Maybe (at minimum) THEY earn (accelerated?) skill development experience for the time they serve - for themselves or one of their team NPCs, and/or some achievement that goes to enhancing their own Team other ways.
Since Team NPCs are normally run by the Server or by the proposed Client-Driven Team AI, filling out the required full 'posse'/fellowship/raid group is less a problem ( as long as the AI does a passable job for the NPCs still on automatic ).
With the possibility of renting out 'Expert' NPCs from your 'Team' to someone else, the owning Player may be able to/want to run the 'rental' NPC themselves ( This could also help fill in for less than optimal NPC AI scripting for certain difficult 'expert' tasks ).
You will still have the problem of grouped Players 'not knowing what they are doing' or 'acting out' and intentionally messing things up Attention Whoring mental issues... -- So you have to 'vet' the other Players as always. Counter-Measures would have to be taken (in the game mechanics) to prevent 'griefer' type suiciding/sabotoge as a method used by those mentally-ill Players ( Perhaps a systematic recording mechanism which submitted to GMs will lead to punishing the offender severely/blackball them/disempower their Avatar, burn down their house, ridicule them by putting them on display in 'The Clinic' getting Electroshock Therapy, etc ... ).
Now such surrogates don't get any Loot directly, so I suppose you could withhold any incentives ( payment or development/achievement points ) when the other Player messes around ( This itself can be subject to abuse, so would need proper protections/enforcements built into the game mechanics ).
This all does not preclude a Player normally going on another Player's Mission with their Own Character Avatar, but some Players may take it as a challenge to try to run a more limited NPC character ( or one with a different flavor mix from their own Avatar ).
Anyway, cooperative play adds greatly to these games, and facilitating it can't be a bad thing.
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In-Game Player Customizations For Their 'Team' NPCs :
Previously I've defined the 'Dialog Tree' and Dialog Tree Editor tool used to shape the logic that NPCs use interacting with a Player for things like Shop Vendors, Vending Machines and Quests. Those were pre-made patterns creatable via the PCA ( Player Created Asset ) system allowing a wide variability of NPCs Dialog Trees.
* There is the potential for additional customization done within the game itself ( In-Game changing of certain NPCs ) that allows the Player to define parts of a 'Team' NPCs gestures, dialog text and logic ( ie- have the NPCs call you 'Boss' or  'Mein Capitain'... )
* These NPCs would be ones who work for the Player (like a shopkeeper) who likely would have a customized sales pitch/spiel associated with their job.
* The Dialog tree the NPC uses would have designated 'substitution' text (ie- "Customer Greeting") that would be settable by the Player In-Game.
* Some NPC types can have 'flag settings' built into them that enabled subsets of pre-built interaction styles which the player could select from. A straight-forward interface would allow the Player to customize these settings.
* For more general 'unique' NPC 'Team' members ( who the Player has recruited ) some options like clothing style guidelines could be set to give the team a more unified appearance.
* The player ('Fearless Leader') would usually supply equipment for that kind of customization.
* The player should NOT be able to make personality/ability changes to these NPCs. The puzzle/challenge is supposed to  be working to the strengths of the NPCs you get, with some development of skills/tools over time.
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Here Catch --- MMORPG - Your NPC 'Team' Members Need To Be A Bit Better Than Elizabeth ... :
That convenient 'finding stuff for you' sidekick NPC behavior ...  Strange how she avoids the constant hail of bullets.
Funny would have been her throwing the stuff to/at you and you (Booker) missing them, and the stuff falling all over on the ground or even breaking/smashing against a wall ( Ever try to throw a stack of coins 20 feet to someone ?? And them using their 'off' hand to try to catch it ? ) .   A few sounds of breaking bottles and blue/red puddles on the ground ( and some nice cussing or 'oops' responses ) and the Player having wasted time under fire ( or now having to scramble to pickup the stuff ).  Having her throw some of the more normal loot - "Here have a Pineapple or Watermelon" ...   Even better - hitting you with it when you were a bit concentrated on the Zerg-Rush of Baddies coming at you ...
It just got very repetitive, like the lame lockpicking dialog and action.  Actually you have huge guns - why couldn't you at least have shot the locks on some of the doors ?   Or some Splicer (who also have guns) might have already done such ( You would be finding some doors 'unlocked' that way ... ).
This all was hyped as somekind of achievement in NPC behavior, but its really not all that much is really being done in general situations, and the canned 'special' scenes are not AI at all, just terrain triggered stuff.  Battleship Bay ... Sorry 'Quantity' ( of pre-canned responses and limited options for the Player ) IS NOT 'Quality'.  Each of those NPCs has their little staged scene/interaction, and if you go back they become the same old dumb mannequins. (( Hype, like so much else ))
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 'Team' Task Tagging of Objects ( as a Task Assignment Interface Mechanism ) :
* Alternate interface to issue 'Orders' in a simplified (less tedious) way.
* Visible 'Tags' placed on items in game -* tags use color-code/mnemonic-letters (easily visible), mouseover detail text ( with specific 'Task' settings - for quick checks )
* Player can 'tag' items to act as priority directives for your NPC 'Team' members activities ( including continued  'offline' work ). Example is marking what the player wants repaired first at a project site.
* 'Camp' flag for a 'Project' Worksite ( Team sets up their equipment and supplies and security perimeter )
* Limit to how many 'tags' usable at once by Player ( limit based on Organization skill ).
* Marking of objects assists in 'offline' (tablet) task management (list of task items).
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Item Locks with 'Team' Access:
* When the Player places an item it is locked from other player/NPCs from moving
** Residence
** Jobsite & work locker (lockable container)
** In street areas for a limited period ( like when transferring loads )
** Locked doesn't mean it wont be shoved aside if its blocking traffic (also subject to fines)
* Interface to Control lock permissions/access - for Team, for individuals(list)
* Shipments of materials/items being turned over to customer drop off /pickup (invoice)
* Marking items that can be shared between 'Team' members - shared resources
* Player cooperation needs something similar ( Griefers lock - interlocked so cannot be sold without release from a mutual lock )
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Mod'ing of Team AI - MORE BRAINZ!!! : 
(Player developers), combined better code logic to create better NPC 'Brains'. The NPC AI for this game would be well beyond what existing games would have ( both for opponents AND for Side-kick NPCs ).
It needs to be much more versatile, with many more potential strategies - and to interact with this games world ( having many many more interactive objects and additional actions/consequences ).
Its modular nature ( The whole MMORPG actually ) allows substituting incremental improvements and variation for independent skills and situations ( the system would evolve (with time) as Players With Aptitude (PWA) add their improvements, and others improve those ).
Current Game Companies are fossilized/stuck having to limit what they do AI-wise as the expense becomes too ruinous/impractical ( They've also been in a trap (their excuse) of assuming THAT is how it works in their industry, and if Players pay for games as lousy as they are, WHY should any Company spend alot more money/take risk on any real improvement. )
There are countless incidental interactions between NPCs, or NPCs and Player which do not require that much complex 'logic' to implement, but would greatly improve the sense that the Game World isn't filled only with lifeless/soulless "Mannequins on Tracks". ( Alot of NPC activity is just to make the world look alive, rather than a bunch of mannequins standing around(forever) or running on a track ad nauseum doing exactly the same thing. ) Of course having them LOOK purposeful and act correctly if you interact with them adds even more to the illusion.
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Redshirt With No Name - Means You're Gonna Die :
Since the Rapture Reborn MMORPG is not a 'Slaughter-fest' game, it helps if the Player can have more empathy for the poor deranged Splicers. Every Splicer should have a name ( and a story - these aren't just the wandering insta-spawn plasmid-fodder of the Solo games ).
"Hi, I'm Steve and I've been a Splicer for 5 years ..." 
"Hello Steve ..."
Keeping your Team NPC alive/uninjured gets you bonus advantage ( having to drag them back to camp half dead can be "a drag" ... perhaps an 'adventure in itself' ).   You might have your NPC Lackeys wear red clothing to differentiate them from your opponents, but then that also makes them more visible.
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Stay At Home Team Members : 
Communications back to base where resources might be coordinated or information obtained for a Mission.
The communications might have issues ( spotty coverage, jamming, etc ... ) complicating things.
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Not Robots :
No real AI in Sci-Fi Rapture, so no autonomous abilities. Even The Thinker looked-like and simulated more than what the Minervas Den story alleged. Robots (if any) would be remote control Tools and something controllable. Flybots would be an example of such a 'robot'.
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