Rejection reason: this is beyond/outside the scope of OXCE
I've started playing TWoTS, and the early missions have the polyph enemies. It's an immobile coral that spits acid at you. You can sneak up on them when they look in the other direction. This is a bit silly, since a polyph doesn't really have a "facing". If possible, I would like to give them 360° vision, so they can reaction fire on me even when I walk up "from behind".
I think an option like that might also be interesting to add to other types of enemies. Robotic ones that would have sensors all around or some freak alien with multiple eyes or other senses. Since the AI is not particularly good at choosing a facing (like turning it's back to the only door in the room), this would help soften the AI's shortcomings and enable harder enemies.
- type: POLYPH_ARMOR
fieldOfVision: 360 #default 90
For playability reasons, allowed values should probably be only multiples of 90°. So 90, 180, 270 and 360. Makes it easier to judge what an enemy can see and what not.
If this is too complicated, only having a choice between 90° and 360° would still be valuable. For 360° vision, simply not checking the facing should be doable. Let's call 360 vision "omniVision".
- type: POLYPH_ARMOR
omniVision: true #default false
If what I suggest is possible with scripting, I'll try to do it myself.