THQ's Homefront 2/Enemy Class Specifications

**Document Status: Green [Ready for implementation]**

* Has a lethal melee attack if the player engages in close quarters, but will not actively seek to rush the player.

### Behaviours

**Core Behaviour**

They look to approach to a range of 10-15m, and will close distance to this range by moving from cover to cover, taking around 15 seconds at each cover spot to look for and engage the player.

* Will only reload when in cover, and will seek a cover spot if a reload is required.
* If the player has stayed in cover at a position for longer than 15 seconds, soldiers will attempt to use grenades to flush the player out of their hide position.
* When more than 2 soldiers reach the 10-15m range, and if the player is still in cover and has been missing from AI line of sight for longer than 5 seconds, they will close distance at walking pace with their gun trained on the player whilst encouraging the player to give themselves up and drop their weapons. At this point they will not engage the player unless he iron sights, engages, or visibly runs away. If the player decides to surrender they will incapacitate the player with a melee attack.
* If reinforcement spots exist, soldiers will use them when the required conditions are met.

**When Operating With Other Soldiers**

* Will use leapfrog behaviour to cover each others’ advances - one soldier will suppress the player while the other looks to move forward to the next cover position.
* Will use attempt to co-ordinate flanking advances while other soldiers maintain a frontline.

**When Operating With Shock Troopers**

* Will suppress the player whilst shock troopers take the opportunity to flank.
* Will attempt to engage the player if they pin down shock troopers that are attempting to flank.

## Shock Trooper

### Loadout

* 1.5 speed of regular soldier.
* 0.8 scale of regular soldier.
* 0.8 health of regular soldier.
* Equipped with a shotgun.

### Behaviours

**Core Behaviour**

* Shock troopers look to rush the player aggressively by using the flanking system to move rapidly between cover spots. They don’t engage from cover, have their weapon holstered until they’re within rushing range, and traverse the environment in the combat-sprint posture.
* If engaged by the player, they enter the closest cover spot (using the current agile sliding cover animations), and if persistently suppressed, either throws a flash bang at the player or drops a smoke grenade over their cover object to facilitate a concealed escape.
* When within 10m of the player, the shock trooper will rush their position while firing their weapon - if they reach the player then they initiate a lethal close range melee attack.
* If the shock trooper is unable to find a good cover spot within close range of the player to rush from, they will throw a smoke grenade at the player’s position in an attempt to obscure the player’s line of sight before rushing.

**When Operating With Other Shock Troopers**

* Will co-ordinate flanking attacks so that they attack from separate angles.

## Heavy

### Loadout

* 0.5 speed of regular soldier.
* 1.3 scale of regular soldier.
* Health values split over multiple body armour. Each of these can be damaged and removed, exposing the heavy’s vulnerable areas to attack. Once exposed, they have the same health value as a regular soldier.
	+ Helmet (1x soldier health).
	+ Chestplate (3x soldier health).
	+ Backplate (1x soldier health).
* Equipped with a heavy machine gun.

### Behaviours

**Core Behaviour**

* Tries to stay around 30m away from the player, and will push forward if the player is further away and retreat if player gets closer. If they have line of sight to the player whilst needing to retreat, they will continue to engage whilst walking backwards. If backed against a wall, the heavy will run towards the nearest cover position.
* Prefers elevated positions in relation to the player if they're accessible without getting too close.
* If they need to reload, they will break into a slow run, move to the nearest cover spot, reload, and then attempt to obtain line of sight to the player again
* If the heavy loses sight of the player for longer than 20 seconds, the heavy should move to a chosen coverpoint and remain there – other than this event and reloading, the heavy does not use cover to attack the player.
* The heavy is unable to use regular traversal smart objects, and does not play hit reactions unless attacked from behind.

**When Operating With Soldiers**

* Will work with soldiers to suppress the player to allow them to move to closer positions.
* The heavy has the ability to carry mounted machine guns and deploy them in a combat zone for soldiers to use.

## Enforcer

### Loadout

* 1.0 speed of regular soldier (0.4 speed when using shield)
* 1.1 scale of regular soldier.
* 1.0 health of regular soldier (shield takes 5.0 damage of regular soldier).
* Equipped with riot shield and pistol.

### Behaviours

**Core Behaviour**

* The enforcer will attempt to get within 15m of the player before entering a hunched shielded stance. At this point, he will then attempt to move to a 5m range, stopping and engaging with a pistol intermittently if the player is visible.
* He will not attempt to flank – the enforcer should try and suppress the player from the front at close range to encourage flanking manoeuvres from the player. They will also not use cover, instead opting to use their shield when engaged.
* Whilst crossing the distance, the enforcer will have his shield to his side whilst running. If the player engages him, he will drop to a walking pace and bring the shield up to cover his torso and head to deflect any further damage (this will leave his legs exposed). After the player has stopped firing at the enforcer for longer than 5 seconds, he will then return to run pace and continue moving.
* The enforcer will not seek to get close enough to melee the player – a melee swipe with the shield should only occur if the player decides to close the distance between them and the enforcer. The melee attack should initiate a small knockback and deal a small amount of damage.

**When Operating With Soldiers/Shock Troopers**

* Can operate as a mobile hidespot for soldiers. If they need to reload and the enforcer is closer than the nearest cover object, they will take cover behind him and reload whilst the enforced drops down to fully shield both enemies.
* Can serve as a flanking spot for shock troopers – any shock troopers attempting to flank can use the enforcer as a cover whilst moving.