| And now a better post, here are some more constructive suggestions:
1)Better, more configurable A.I.
Instead of just generic scripts, how about being able to choose a basic script, and then being able to add your own modifiers to it, using checkboxes, like the auto-pause configuration screen has? Examples:
"Walk like an idiot into area effect spells: Yes/No"
"While invisible, attack enemies before you tell me to: Yes/No"
"Waste all of my strongest spells on weak enemies such as kobolds: Yes/No"
"Use my most powerful ammunition on gibberlings: Yes/No"
"Fire Arrows of Dispelling at monsters that are not protected by any spells: Yes/No"
This could further be improved by the A.I. being able to take into consideration certain factors, such as when an area effect spell won't affect the character. So a character who is affected by free action will walk through webs, and one that is 100% immune to cold damage will walk through an ice storm, as this would be harmless for the character anyways.
For the most part, I like to control each party member, but when there is a party of six, it becomes tiring to have to babysit every one of them 100% of the time. I feel that I should be able to trust my fighters to use ranged weapons to peg off enemies that are trapped in a web spell without they themselves walking carelessly into the web and becoming entangled
2)An easily accessible button to toggle A.I. individually for each party member.
3)Better movement A.I. I don't know of a person who hasn't been irritated at some point in time by the poor navigation of the characters in BG1/BG2. Sometimes it can actually be funny, when they wander around like idiots, one with the boots of speed bumps into a slower party member in front, then goes and runs back the other way, then turns around and runs back in the original direction, then bumps into someone again and... you get the point. The formation where they follow in single file is rather slow, and seems to cause the party to spread out too much. Character movements should be coordinated, so that if a member bumps into another member who is going to the same place, they will wait for the first member to get out of the way, and then move, instead of wandering around like a moron. Surely Bioware could see how annoying character navigation was in BG1, I really have to wonder why it wasn't fixed for BG2. We really shouldn't have to hold each character's hand and guide them through narrow doorways one by one, should we?
4)Summoned monsters don't turn on you when you hit them with an area effect spell they are immune to (i.e. fire elementals becoming angry when your fireball hits them). And skeletons/skeleton warriors should NEVER turn on you, no matter what. They are mindless animations, empty shells animated by magic. They exist for one purpose alone: To serve the one who animated them. If their master deems that their purpose is to hold back enemies while his/her party fireballs them, so be it, the skeleton is a mindless creature with no instincts of self-preservation. Let it behave as such, please.
5)Better A.I. for summoned monsters, and no more disobedient summoned monsters. Ability to switch off A.I. for summoned monsters.
When I tell that skeleton to move to that spot right there, this is EXACTLY what I want it to do. I do NOT want it to take 3 steps in the direction I point it to, and then decide that it knows better than I do and go back and beat on my held party member who has been charmed/dominated. No dumbass, when one of my party members is charmed, killing them is not what I want you to do. When I tell that nymph to cast a mass cure, that is EXACTLY what I want it to do, not go off and cast "Hold Person" on a _monster_ that is unaffected by the spell.
And our great friend, Mr. Djinn. He's one helluva smart cookie, isn't he? It's great when your entire party, and some other summoned monsters are in a cramped room, and Mr. Djinn decides "Hey, I am immune to fireballs, why don't I cast one that fills up the entire room?" The other summoned monsters are extremely annoyed by this, so do they go and take it out on Mr. Djinn? Nope... they attack my party members who had nothing to do with it. It's nice when that huge earth elemental you summoned turns on you starts beating on your mage who is trying to cast a spell, isn't it? It was very fun when I had Drizzt, the Shadow Thieves, and the Order of the Radiant Heart assisting me in fighting Bodhi and the pack of vampires. Mr. Djinn decides to let off a fireball in our faces. The people who were helping my party blamed my PC for it. "The fool attacks us! Fall back!" Great going...
Last edited by Snoon; 01-10-2005 at 11:48 PM.
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