Thanks a lot for your detailed and fair review!
Highlighting the target is a great idea, and so is showing the aiming beam. In my debug builds I actually have a laser sight, but it's disabled in the public build.
Showing the path a unit is about to follow is also something I'll definitely add.
I'm currently fixing the collision layers so windows can be shot through. Automatic roof hiding is another feature I'll be experimenting with.
As for the AI, I designed a system based on area commanders with different behaviors. The first one is completely random. There are also static guards (like the two guys that look like bouncers), a bodyguard/VIP behavior (used by the guy in the EOD suit), and an AI that patrols and guards a specific area.
The last one is the behavior that most enemy units are supposed to use, but it gave me a lot of problems. Since I was already running late for the submission, I switched most enemies to the completely random AI just to meet the deadline. Improving the AI is currently my top priority.


