adlocutio wrote...
Ok, then I would agree with that completely. In fact, that's essentially what I had in mind. Obviously immunities ruin the kind of tactics I was suggesting. I never meant to suggest that the rest of the combat would stay in its present form after these tactics were implemented.
Here is the follow up issue: if the party can't be immune, enemies can't be either. Otherwise you run into frustrations - why do I have 'unfair' difficulty because the enemy has AOEs that always hit, and I never do? Also, you run into AI scripting issues: why shouldn't the enemy AI use AOEs every time you bunch up? But if
that happens, then you're essentially forced into aggro stacking and the most spread out position possible (with your warriors running around to steal aggro).
The thing with aggro mechanics is that they're just a way of cheaping out versus making actual mobility part of the combat.
Oh, for some reason I was reading your statement as meaning hills and rocks and furniture in the environment would be idiotic. We agree. Is there any reason this can't be added to RPGs like DA3? It seems a far superior type of combat to me.
Have you seen Bioware try to design environments? ME2 had corridors and sometimes a 2nd floor, and it was trying to be a cover-based shooter where awesome environments are really important.
Right, gotcha. No, I would prefer a universal combat system in which pcs, npcs, and enemies all operate. If everyone has to obey the same rules then fights are about tactics instead of immunities or weird special transporting abilities (mages), or extremely inflated HP (tanks) or dmg output (assassins). It seems more intuitive, no?
Exactly. Especially since you more or less know what encounters throw at you abilty wise, and then it becomes about:
1) Understanding #s and types of enemies (DA2 already does this)
2) Understading the
environment &
positioning (DA2 lacks this).
3) Managing the superior numbers of the enemy (DA2 has this, but it's all aggro instead of movement).
Theagg wrote...
I can't imagine this approach working very
well in reality.(if by that you mean each individual enemy can deal out
as much damage as each individual party member) Invariably players will
die much more rapidly, frustratingly so because the gaming environment
doesn't allow for the required tactics to survive. If the damage output
is equal but the party is outnumbered, then the party has to be capable
of dealing out damage at a consistently faster rate than the enemy in
order to survive.
Which then breaks the 'both parties are equal'
requirement.
And who is smarter in this scenario anyway. That
would usually be the human, rather than the AI. This everything is equal
approach is best suited for human player vs human player IMO.
The thing is, when everything is equal, it
is the player's planning that makes the difference. Difficulties then should just affect the AI of the enemy. On easy, enemies essentially spread out their damage and don't move about and use abilities rarely. Players can easily beat them because their
effective DPS is higher because of abilities.
As you increase the difficulty, the DPS increases to favour the enemy NPCs, the AI becomes very advanced (so advanced tactics against you) and damage becomes concentrated on single PCs. That's a real "nightmare" difficulty.
But it's fair, because if you can find ways (using the enviroment, IMO, that's why good environmental design is crucial!) to mintigate the damage or spread out the enemy, then you can pick them off 1-by-1.
I actually have an entire magical system in mind for this (essentially instead of DPS, magic creates barriers, shields, protections from dmg, etc.).