             Node @processingEnemy = enemiesNear [index];
             float decisionPoints;
             
-            decisionPoints += 150.0f / (processingEnemy.position - node.position).length;
+            decisionPoints += 200.0f / (processingEnemy.position - node.position).length;
             decisionPoints += 500.0f * (GameplayConstants__BASIC_SHELL_DAMAGE *
                                         (1 + GameplayConstants__SHELL_DAMAGE_INCREASE_PER_EXP) /
                                         processingEnemy.vars ["Health"].GetFloat ()) ;

        ray.direction = node.worldRotation * Vector3 (0, 0, 1);
        
        PhysicsRaycastResult result = 
            physicsWorld.RaycastSingle (ray, 25.0f);
            
        if (result.body !is null and 
            result.body.node.vars ["ObjectType"].GetInt () ==

            {
                int myExp = node.vars ["Exp"].GetInt ();
                int enemyExp = processingEnemy.vars ["Exp"].GetInt ();
                runAwayDecisionPoints += 30.0f * (10.0f + enemyExp - myExp);
            }
        }
        return runAwayDecisionPoints;
