Ministry case file // Squad / Combat AI / Recruitment

Friends and enemies fight by the same tactical rules

Recruitable companions and hostile fighters share a tactical character foundation, so both sides inhabit the same language of movement, pressure, cover, and violence.

  • Squad
  • Combat AI
  • Recruitment

Ministry finding

A companion is not a floating bonus and an enemy is not a separate species of actor. Both are built to move, fight, and react within the same tactical world.

Player reference // Ministry record

Tactical actor record

Every fighter occupies the same dangerous ground.

Companions and hostile actors move through the same tactical space and answer to the same combat pressures. Their allegiance changes the relationship to the player, not the physical rules around them.

A recruited companion persists beyond a single encounter. Their current condition and combat state remain relevant when the player decides whether to press forward.

DispositionActor remains subject to tactical command

Shared tactical foundation

Friendly and hostile combatants share movement, weapon, cover, injury, and close-contact foundations. Campaign recruitment adds persistence and command responsibility to that common base.

Ministry squad reference

Read the people inside the fight.

These states help the player understand what a companion or hostile actor is doing before issuing a command or taking a risk.

Allegiance

friendly / hostile / neutralThe current relationship between the actor and the player group.

Recruitment status

available / recruitedWhether the actor persists as part of the campaign group.

Current order

command stateThe instruction a companion is attempting to carry out.

Combat target

identified actorThe threat currently receiving the actor attention.

Cover state

exposed / covered / peekingHow the actor is using nearby protection.

Weapon readiness

ready / reloading / impairedWhether the actor can immediately continue firing.

Injury state

functional conditionHow wounds are limiting movement or continued combat.

Downed state

active / downed / deadWhether assistance remains possible.

Persistence

campaign / encounterWhether the actor belongs to the continuing population or only the current fight.

A companion is a person in the same combat model, carrying risk forward with the player.

Gameplay footageComing soon
Record incomplete

Animation polish, encounter variety, and readable combat behavior are still being expanded.