I was looking at a topic saying that taking control over Allies would be a correct idea to improve their efficiency.
It made me think about something else to propose, maybe easier for Bioware.
Actually it's also true there need to be a REAAAAL improvement on Allies AI. Warriors are weak because they never shoot, they stay hidden like assh**es while you're eating bullets like a Panzer. Bios and techns die as soon as they leave their position and start rushing like zombies...
Maybe there should be a more improved tactical choice per character, you define from 0 to 10 in combat situations: i.e
- defining range level to keep from enemy (going at short range/hand combat or staying far away to snipe everybody)
- defining agressivity level (staying as much as possible uncovered to shoot, are stay hidden and shoot only casually during safe occasions)
- defining mobility and self reaction (moving a lot, or staying where the orders told them to stay)
I think this should be quite easy to create and would really improve tactical side of the game. A small effort for a big plus.
I wanted to know what is your idea about this and maybe to propose some clues to Bioware, because we must admit that the team is really useless in most of the cases... They are not active enough and the control over them stays really small (attack this character, go there (and move 2 seconds later), use this weapon or this skill)...
Imprving Allies combat efficency - a proposal
Débuté par
dinin70
, févr. 20 2010 08:06
#1
Posté 20 février 2010 - 08:06
#2
Posté 20 février 2010 - 10:05
Your idea sounds a little reminiscent of Final Fantasy XII where you could set up all kinds of commands for hypothetical situations
I kind of wish the allies would switch weapons to adjust to range by themselves
Silly Jacob always trying to use his shotgun on perched snipers
I kind of wish the allies would switch weapons to adjust to range by themselves
Silly Jacob always trying to use his shotgun on perched snipers
#3
Posté 21 février 2010 - 10:25
I did not played FF XII, but the other yes and I actaully don't see the link.
Furthermore that wouldn't be hypotethical situations. I think my proposal is simple, just build simple matrices to improve a bit their behaviour, case as you say, people using shotguns against enemis at 50m is a bit odd.
-> defining range: take into account enemy position: if you put 0, LI get narrow as much as possible, if you put 10, he will stay 50m away from nearest enemy
-> defining agressivity: take into account enemies that aim at him: if you put 0, he still get uncovered to shoot at them. If you put 10, they will shoot only casually.
-> defining mobility: if you put 0, he will stay where you asked him to stay, if you put 10 he will be free to move and get i.e. near to the enemy if he must stay close range.
I don't think this would be useless, and I don't see why you say so (maybe because it didn't function in FFXII, but I don't know it, so I can't say)
Furthermore that wouldn't be hypotethical situations. I think my proposal is simple, just build simple matrices to improve a bit their behaviour, case as you say, people using shotguns against enemis at 50m is a bit odd.
-> defining range: take into account enemy position: if you put 0, LI get narrow as much as possible, if you put 10, he will stay 50m away from nearest enemy
-> defining agressivity: take into account enemies that aim at him: if you put 0, he still get uncovered to shoot at them. If you put 10, they will shoot only casually.
-> defining mobility: if you put 0, he will stay where you asked him to stay, if you put 10 he will be free to move and get i.e. near to the enemy if he must stay close range.
I don't think this would be useless, and I don't see why you say so (maybe because it didn't function in FFXII, but I don't know it, so I can't say)





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