While I agree that it would be better if this could be the case, and that it really should be, the game has some unfortunate limitations… Hagaboda, Klinte, and Ostervik (really, the entire area of Ostervik—Lilla, Nyhamnen, Markbacken, that entire area) used to be really troublesome areas. I mean, “wander too close and the game crashes” or “get in the area and try to do anything and the game crashes” or “try to stay in the area for any length of time at all and the game crashes” troublesome.
It seems that the game has serious limitations in regards to pathfinding, the machine AI’s ability to safely and readily navigate around complex environments…like the cities and towns. If there are lots of machines in those areas, the game struggles, and chances of a crash go up. Seems like the machines trying to figure out where they can go at will runs into all kinds of problems in such congested places.
The devs seemed to have drastically reduced the numbers of machines in such places, and to have limited how many patrols have routes into or around such places, to combat these instabilities. Adding them back, without finding and working in some kind of safety measures—a different sort of fix for the pathfinding hangups—would just bring those city-related crashes back.
…I would suggest the devs need to find a way to mark clear routes that the AI can use in the congested areas, “safe” and “no-go” areas, a lot more scripting…but, without seeing what they’re actually working with, how they do things, what the game’s “back end” looks like, I have no idea just how big of a chore that is. Or, rather, not the full extent of it at least. If they could do a better job with the machine pathfinding, more “safe” and “no-go” scripting, this should be applied and benefit the entire game world, not just the cities. That machines need to quit getting stuck in buildings like houses, barns, and hangars, if they aren’t small enough to enter and exit normally.
A buddy of mine and I once had a Reaper in the forest of Alvaret, roughly between Lovnas and Arklestorp, so I want to say that it should be entirely possible to get a Reaper up there in the North Coast…just that it might be tough, given how random things are or can be. That said, it has been a while since I’ve seen one in that region, so, could be they do have a problem…
It does seem like the devs have had plans for a while to add Control Points to the Mountains region for a while, and some areas look like they have been cleared out for such locations at some point, but so far nothing more…as Juan says, and I agree, the devs need to be really careful about how many and where any CPs show up. Too much negative impact is possible, with their addition…
Six, I think, would be too many. CPs really needed to have been something taken into consideration while the game was only a concept, long before release, such that the world could be built to accomodate these and all the other locations. Adding them afterwards is messy, without careful adjustment to the rest of the world, for spacing, to minimize various different issues…
Yeah, more control over the companion’s behavior would be nice. I think I’m lucky, or something—my companion doesn’t seem to engage machines that aren’t involved in the fight, and doesn’t seem to run off far from me either. Still would like a change or two. Rather than a “return” command specifically, I’d want to see maybe four things, toggle settings similar to some other games(Ghost Recon, Rainbow Six, maybe Mass Effect, I think also Fallout and Elder Scrolls?): “Rules of Engagement”—“Attack on Sight/Assault” and “Return Fire only/Defense.” And a “Stay/Follow” toggle. So, two behavior toggles.