As you know, we've got the ridiculous continuity problem of Agents chasing Machinists in restricted areas. It's been claimed that no operative should be allowed access to all areas of the City by default (despite that fact that we're actually set missions in these areas), and the Devs have made a valiant attempt to explain the problem by saying 'they're just doing their job.' But come on! Loyal Machinists were getting attacked in a meeting with the Architect. You can only get away with so much.
I seem to recall the Agents from the movies having some modicum of intelligence.So, how about we keep the Agents chasing after Zionites and Mervs (though, strictly speaking, Agents should even be chasing Mervs in Richland, but I'll gloss over that for now).
But for Machinists we replace the Agents with hostile (and powerful) groups of Exiles. The reason I think this is a decent solution is because the game already has a spawning system in place: the EPN attacks in Morrell. We do the same thing here, but replace the EPNs with a bunch of NPCs from the local gang. Obviously a single level 255 Exile is daft, so you'd have maybe... four level 60s or something.
The only hurdle (that I can see) would be tying the existing spawning system to the Agents' danger-meter. But as far as I know there's just a variable flag that can hopefully be accessed by the spawn system.
There it is. Tell me what you think.





Plenty of time to don a disguise and /dance3 in front of him when he appears, though.