That's a good idea!
I would supplement and develop it if you don't mind. And OF COURSE I do understand that it's not going to be implemented in Lost Alpha, especially at this point of development. Just an idea I would like to share with the 'similar thinkers':
We all saw in vanilla that neutrals may sometimes become friends if you start shooting those who attack them (mutants or other NPCs - I don't remember now). Part of my idea is to extend this feature to all attackers - NPCs and mutants equally. I don't know how the game engine does it - whether it takes into account the distance between the attacker and player when player starts shooting - but I think it should happen all the time, especially when NPCs are fighting against monsters and you shoot those monsters too. Like that mini-quest of helping Duty to fight back the boars pack at Garbage-Bar entrance. If you don't participate - you're neutral, if you helped at least with 30% of the damage made to the attackers - the attacked ones become your friend. I mean - why then there is a REPUTATION line (good, bad, terrible) and ATTITUDE (friend, neutral, enemy) in an NPC's info? You can stay enemies in terms of factions you are in, but if you helped them to fight THEIR enemy - they should get neutral to you in some period of time. Again, the feature of "don't come close" may apply even for these "enemy-tolerating" NPCs.
Or another 'NPC-monster' relations situation: a monster (or a pack) approaches your enemy (camp) whom you haven't fought before but you are enemies by default (again, "light and official enemies" like those military under the Kordon bridge) and you come into this enemy's field of view, he detects you but you start shooting the monster - not the enemy. This should give you positive attitude score in relations with this enemy. Like - the tougher the attacking monster (the bigger the pack) and the less damage the enemy will receive (the least number of enemies dies as a result of the monster attack) - the better will this enemy's attitude be towards you.
Or it would be great to have the system of non-violent explorer-type option of moving through most areas (similar to bad lesson mentioned by McMick): if an enemy spots you - he will shoot you or die. And there is no other option. Except for some cases like military squad under the broken bridge in Kordon. What I mean is there should be a feature - if you don't fight back, the enemy should also stop shooting (as if he 'understands' that you pose no danger to him) but keeps his bead on you or just take cover to see if you approach. And then, if you do approach too close - he opens fire again.
Actually, I don't remember the initial idea I got after reading "heal the enemy" part
but the above thing seems quite logic to me.