drekon
Retired ED Guest Artist
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Those two logical arguments are already part of the NPC AI, but the second is only activated on the first turn. That's why I always wait for the second turn to debuff NPCs. A simple tweak to that particular logic would be to extend it to all rounds of the battle. However, make it so that the NPC has a % chance to activate a counter. This could give the staff the ability to add a difficulty selection setting. On "high/hard" difficulty, an NPC might have a 80-100% chance of countering a debuff. On "low/easy" difficulty, an NPC might have 25-50% chance of countering. From a developmental standpoint, this may be easier to achieve, with less code, than making individual arguments for each possible logical outcome. Personally, I would love to see new NPCs that are capable of mimicking a player's gear, stats, and build, and using it against them in battle. However, the NPC would always go first to make it a bit of a challenge. There would have to be some seriously well thought out logic behind it though because it's a very dynamic concept. An improved AI is something I thoroughly support.
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