Blucey wrote:
Thing is, no one else seems to have really been too bothered by this but for me it's absolutely breaking the game. It's been 30 years since I played Amiga Syndicate but I'm sure I'm not imagining this.
I remember finding a 'loophole' in the Amiga version, which sounds like this might be related.
On the Amiga version (I never tried it on PC) the enemy agents would only ever attack your agents in numerical order -- so, if you brought all 4 agents with you, they'd go for number 1 until they're dead, then number 2 etc. etc.
And you could move that agent around and ultimately end up in a situation where the enemy agents occupied the same space on the map as your agent, and a 'glitch' in their AI meant that they would either stop shooting altogether, or they would carry on firing but their gun stuck out too far and meant that they would just be shooting off into dead space.
This made even the hardest missions (fucking Atlantic Accelerator) very easy -- all you needed to do was load up agent 1 with 8 shields, move around the map 'collecting' enemy agents, and then get one of your other agents with a flamer and fire at your agent, setting all of the collected enemies on fire and they would fan out in a glorious circle of screams and agony.
Anyway, back to your issue -- try playing Syndicate on an Amiga emulator and see what happens? As far as I know the GOG versions are exact copies of the original games, just run via DOSBox etc. so I can't imagine they're any different behaviourally.