I don't really find it all that different -- if your agro skill has melee attack range, then what's exactly the difference between "positioning and using abilities" vs "positioning and using ability called taunt"?This is drastically different from aggro in a sense that you need to force the opponent to engage on your terms using positioning and proper abilities. This is usually called tactics. If you get a bad engage you can lose. It also leaves opponents with a choice of what they do rather then predefined dumb behavior.
Whereas in aggro based system you just push the magic taunt button nullifying any need for proper positioning or actually thinking how you want to play this encounter out.
The choice of what to do that you mention is precisely why the AI is given the agro tables. It is the way for the computer to calculate which of the targets poses the greatest danger and thus who should be engaged. What people often miss when they scoff at the taunt skills is, these skills are only adding a number to the agro table, just like many other things the characters can do. The "taunt" could be easily replaced with animation of your character punching the target in the face or doing some actual weapon attack (like these attacks of opportunity) Would it make the NPC reaction more believable? Apparently so, seeing how AoO get brought up as superior approach.
Well, how is this situation different from your AI character casting their CC and then being hit by a fighter standing next to them with an attack of opportunity, and so turning to deal with what it now perceives to be imminent danger?Furthermore, aggro systems inherently have a built in aggro based target prioritization. So for instance, I want to make an AI that uses a CC spell and then drops a lasting AoE on top because he's just that nasty. But after CCing character 1 he gets hit by character 2 and switches target because aggro mechanics inherently make him retarded.
The dislike seems based on your own evaluation of what is the biggest target being different from the conclusion of the AI, but the catch is, the AI has no concept of "that guy is just that nasty" that you do, without hard-coding some sort of threat value for that nasty guy, that will be large enough to override threat posed by some sword cut even though the nasty guy didn't do anything (yet). That's all there is to it because that's all a computer can do -- compare numbers.
Yes, it prioritizes targets based on perceived levels of threat. Aka agro table. So do you. You've decided to CC *and* hit the nasty guy because you believe he's nasty enough to warrant it. The problem here isn't agro mechanics per se. It's your disagreement with a typical contemporary rpg AI on how to calculate these agro/threat numbers.
No, I don't usually find the melee units in CIV games capable of preventing me from shooting these ranged units with my own ranged units, if I choose to shoot the ranged targets first. ZoC does nothing in this regard. Of course, this choice will be based on my evaluation whether these ranged units pose enough threat to shoot them first.But it IS solved for turn based games ages ago, there could be no debate here IMO.Including using methods that OP listed. Or are you arguing that in CIV games ZoC doesn't melee viable meatshields for your ranged units?
I don't know, what games are these? You mentioned XCOM iirc, but everyone in that game runs with ranged weapons and the units with heavy armour can be just as hard hitters as the ones in light armour. So I don't know if this is a good example how games can totally make the heavily armoured characters something that you'd still want to hit, without the taunt skills. Do you have some other examples..?What about all these competitive turn based MP tactical games that feature heavily armored and lightly armored characters that are both perfectly viable on the same team?





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