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More tactics options


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#1
Swordfishtrombone

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Just replaying DA2, and it really stands out how, when you set up the tactics for a character, there's a paucity of options. Here are some suggestions for tactics options that would be great, off the top of my head. Please add your own ideas to this thread, there's probably more that just doesnt' occur to me now.

 

So, into the conditions for tactics, I'd like to see added at least the following:

 

Ally -> Surrounded by X enemies

Ally -> Surrounded by no enemies

Self -> in combat mode

Self -> in exploration mode

 

Into the Self and Ally -> Health and ->Mana, I'd like to see more gradiation - now it's <10%, <25%, <50%..... Most often, what I'd want is <33%. What would be really great is if instead of steps, we could get a slider to choose the exact percentage.

 

I'd also like to be able to give a general "targeting priority list" to a character, that would work alongside the other tactics. Maybe a separate tab under tactics. Essentially so that I could specify that character X will preferentially target, for example:

1. Nearest visible mage, in order of rank (elite boss first, boss next, elite third, not under elite).

2. Nearest visible rogue, in order of rank (from elite boss to elite)

3. Anyone attacking self with melee attack

4. Anyone attacking self with magic attack

5. Anyone attacking self with ranged attack

6. Enemy targeted by X (X being character name or "controlled character")

 

I know that you can do this sort of priority list.... sort of... with the current tactics, but it'll burn up a lot of tactic slots that you could use otherwise. And it feels more.... right that this sort of enemy prioritizing should work below, or alongside more specific tactics.

 

And that mentioned, don't be stingy with tactic slots!

 

it'd be great to have a tactics system that you could use in "basic" or "advanced" mode, with "advanced" allowing more things like chains of conditions, kinda like a basic programming language.


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#2
Fast Jimmy

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I'd like it if standard Tactics templates can be used, but just slightly altered. 

 

For instance, having Anders as a Healer Tactics spec just makes sense. It was great that if you left him on Healer, his Tactics would update automatically with every level up and new skill added.

 

Yet you make one change, like even something basic such as adding a potion chug, and it is suddenly a Custom template, which never updates or adds anything automatically.

 

 

Ideally, there would be a way to have a Custom Healer template, as an example (or a custom Ranged template, to give another example) that still updates and operates under the premise of a Healer, but simply with custom instructions included as well. You could also, conversely, have a "Blank" Custom template, which does not update at all, either.

 

 

Also, if Cross Class Combos (or some variation therein) returns, a system that makes assigning the tactics for these a little easier would be appreciated. I love working with the Tactics screen and all it has to offer, but I like it more as a "once in a while" type of thing, not a "every time any character in my party levels up." A little more automation that also accepts the fact that a character might need to, say, use a potion, would be appreciated.



#3
Pasquale1234

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Partial regeneration of health, mana, stamina plus limited potions means the ability to put multiple conditions on the use of any of these resources becomes more crucial.

 

Example:  (Health < 10%)  AND  (remaining enemy combined health > 500)   AND   (enemy is attacking character) - use health potion.

 

And I'd still like to be able to just set up the tactics and have the AI run all 4 combatants instead of being required to control one of them.



#4
Swordfishtrombone

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Example:  (Health < 10%)  AND  (remaining enemy combined health > 500)   AND   (enemy is attacking character) - use health potion.

 

And I'd still like to be able to just set up the tactics and have the AI run all 4 combatants instead of being required to control one of them.

 

That example is the sort of thing I'm looking for in an "advanced" option for tactics. And if there was such a almost-programming-language tactics, then it would indeed make sense to have the option to allow the AI to controll all characters in combat.

 

That would actually bring additional replay value to the game - a "tactics only - hands off" playthrough challenge might be fun, and challenging, as you'd really have to think the tactics through to survive tougher battles.



#5
dizog

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"More tactics options"

 

ahaha, bro, your opinion is very important for BioWare