01-03-2012, 09:04 AM
If you're leading a team, or even just a sidekick, it'd be nice to be able to influence their attack parameters even if it's as abstract as Ogre battle style
"attack the strongest"
"attack the weakest"
"attack the most dangerous"
"attack the leader"
01-04-2012, 12:17 AM
Just commenting to say that this I agree wholeheartedly with having some form of this feature. I'm almost inclined to think that keeping it abstract might be the best for the first iteration, just so it doesn't get too complicated right off the bat and can focus on getting the core experience right. Of course if it was complicated and perfect with a gradual learning curve then who am I to complain, right? :)
01-04-2012, 12:20 PM
I like the idea, but I really want the character's to kind of automatically know what to do... and I know that is possible. It might take a little more work to implement it to do "both", but I'd be willing to wait as long as it takes to do it.
Same for henchmen and the like... anyone set to "follow" another around, should automatically, depending on their personality (and this can have more options as well), do what is most likely to be the best option.
I'm not saying NOT to have this as well.. I just want both. Adam is an AI mastermind (made up my own attribute for him, lol), and I am fully confident that he can pull it off, even if it has a few flaws to start with...
Example of what I'm talking about, unless "told" differently like the OP's suggestion: IF an opponant "heals" another opponant or themselves, that would be the guy to go after. IF someone does "X of BIG" Amount of damage to the character, that character can't help but to attack back, unless told to stick to the plan beforehand.
What I'm saying is, I'd like to see more of the "Cunning" stat in use here. IF a Henchman/sidekick (or anyone bassically) has high cunning, instead of just having a roll dictate the effects of the cunning stat, have them be able to "See" what's going on in the battle better.... IF there is a guy about to kill their "Master", go after him, taunt him, etc... and Make Taunt actually work to get a person to attack you (I haven't tested that feature fully to say it doesn't do that.. because I'm not sure what makes it more effective).
IF there is a healer, of course that should be the number one person to attack normally, without orders. IF there is a heavy hitter, that would be the next person in line.
Agro lines would be kind of neat as well... They attack the first one on their agro list, when it's dead they go to the next one on line. People like Remi would know exactly what I'm talking about here. The amount of damage (small effect), the exact order of being attacked (Huge effect), and healing (Medium effect) would effect the agro order. A person with not much cunning, would just go in order of who attacked them first, and pretty much ignore most other ongoings in the battle. A healer, healing the person they are fighting, wouldn't really effect them outside of putting that healer on their list "Afterward". Someone that is meant to be a "Boss" type or has alot of cunning, would overlook the whole battlefield, and have a more strategic method of agro order. IF they are fighting someone that isn't that effective, they would immediately attack a healer if they heal the person they are attacking. If the person they are attacking is very strong, and is a "heavy hitter", that person might be able to keep their attention off the healer, and a "taunt" should help that out.
Just over-all, my thoughts are that huge battles could be alot more deadlier then they are now, if the overall AI was increased to "think" more logically.
Another thread I brought up some other things I think work well in other RPG type games and make for a more dynamic and fun game, with things like rampage, Area of Effect type attacks, and damage over time (as well as Heal over time).
01-04-2012, 01:46 PM
Could be handy. Recently had an ally taunt a big bad when they only had minimal health and get KOed by them the very next turn. The big bad had been going exclusively for me and I was still on over 1000 health, so its not like doing that saved me, just KOed them. Would have been good to be able to say 'Just keep fighting!', rather than essentially sacrificing themselves for nothing
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