Yeah, I don't imagine it's all that much different in terms of overall workload, it just takes lots of small chunks of what would normally be spread out across many different encounters and tries to figure out what can most efficiently be automated - and puts all that work in one big chunk at the beginning.
It would be hard to design a Tactic for a character for every possible situation, but there's always Pause for that. I don't design Tactics around boss fights for example, mainly assuming a typical encounter with possibly an Officer or Elite, and building around that. In boss fights I imagine I Pause just as much as anyone else.
Some Tactics I didn't really anticipate putting in but realized I was always doing manually anyway, like, one of my earliest (in the pecking order, so they do it first thing if it makes sense) mage tactics is:
If the Enemy is class:Mage, Cast Spell: Mana Clash.
So the effect would be as soon as we encountered a group of an enemies that had a mage, my own mage would first ensure she had enough health and mana (first tactics on the list, always) and then immediately cast Mana Clash on the mage. Boom, dead mage immediately. Tactics like that, when spread out across class and character to neutralize dangerous enemies efficiently really starts to add up, and encounters are a breeze and no less tactical than before, just almost as if they were decided before you got there by planning ahead.
Modifié par Upsettingshorts, 05 novembre 2010 - 01:18 .