             {
                 int myExp = node.vars ["Exp"].GetInt ();
                 int enemyExp = processingEnemy.vars ["Exp"].GetInt ();
-                runAwayDecisionPoints += 20.0f * (10.0f + enemyExp - myExp);
+                runAwayDecisionPoints += 30.0f * (10.0f + enemyExp - myExp);
             }
         }
         return runAwayDecisionPoints;

    protected void RunAway ()
    {
        float randomNumber = Random ();            
        if (randomNumber < 1.0f / 3.0f)
            normalizedMoveRequest_.x = -1.0f;
        else if (randomNumber < 2.0f / 3.0f)
            normalizedMoveRequest_.x = 0.0f;
        else
            normalizedMoveRequest_.x = 1.0f;
        

            Node @processingEnemy = enemiesNear [index];
            float decisionPoints;
            
            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 ()) ;
