[quote=“Coolthulhu, post:22, topic:13457”]Even the AI possibilities would actually add a lot, though not directly during the fight but rather during preparations.
Choices such as leaving a free hand vs. 2h weapon, lighter armor for more special attacks or heavier for more reckless weapon attacks, perception for special effects or dexterity/strength for pure damage.
Then, during fight, those choices would influence the fighting style: kiting, standing and smashing, getting 3 zombies lined up for area attacks.[/quote]
This goes far beyond the damage over time evaluation you were talking about, and starts evaluating the player’s health and armor, as well as the attack potential of nearby enemies. This is way too much AI.
That kind of thing is attractive when your goal is to build an immersive fighting system, but it’s just another form of micro-management, you still have to do specific things to trigger your special attacks. It also ends up driving the combat system, because options like delay, cripple, evade don’t necessarily map well to a movement-based system like that.
[quote=“Coolthulhu, post:22, topic:13457”]I’d rather avoid player choice being made mostly through mode switching and specific commands, because that’s UI stuff and could get tedious fast.
Once in a while would be fine, but I’d prefer to keep it from turning into “go offense until tired, go defense on retreat, go offense until tired”. It would be less bad to keep it all offense all the time to be honest.[/quote]
I agree that the frequency of adjustments needs to be low, and for the vast majority of encounters (routine one where you’re in no real danger, and even non-routine encounters where you can defeat each opponent before being attacked by a new one), you would just keep it at damage-offense, but I want there to be options for when you are dealing with too many opponents, or need to retreat from an encounter, and when to switch from offense to defense, or when to use tactical options like delay or crippling attacks.
[quote=“Coolthulhu, post:22, topic:13457”]Examples of good choices I see:
[ul][li]The aforementioned charge attack, attack in passing, attack when disengaging and prepared attack[/li]
[li]Attack that can be executed only after not attacking for a turn[/li]
[li]Penalty applied to every target you move past (ie. start and end movement adjacent to)[/li]
[li]A group attack when you and a NPC hit the same target. Or possibly you and a dog.[/li]
[li]Attack that requires the target to have a wall behind it[/li]
[li]Other terrain dependent attacks - curbstomping[/li][/ul][/quote]
Again, this kind of thing is immersive, but it can’t change the kind of attack being made, because if they do, it risks having players accidentally trigger suboptimal attacks that can get them killed.
Fundamentally, if there is a really interesting difference between attack types, the decision to use one or the other MUST be explicit.
Attack goals have the property you’re asking for, you’re asking for a general class of behaviors, not a specific one.