I think I'll add AI state indicators to fix that. The AI's have a whole complex FSM running under the hood but it's really hard to see what state they are in exactly (without some sort of system like MGS has). I didn't realize it would be so difficult to hoodwink them without knowing what exactly they were thinking. They have a reaction time you can take advantage of but again, it's hard to see when they are/aren't alerted by your presence