Pet AI Potential


Atilla_The_Pun

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Aside from a few AI quirks, Masterminds generally CAN control their henchmen...
Unfortunately some of those "quirks" trigger extremely frequently.

It always ticks me off when one of my henchmen is at half health (and always in melee, WTF?!?!?), and his target runs off and he pursues and dies.

And me beating the tar out of my keyboard bind for Passive, and him ignoring it till he's dead. Well I guess he's passive then! @!#$@!$%@#$%!!!!

This scenario happens no less than every 3rd spawn, regardless of how I attempt to micromange the idiots. I feel like The Joker from the 60's Batman series, not like a serious super powered being.

Quote:
Originally Posted by Prussian View Post
I always thought that we should have complete control over our henchmen. Under the Advanced Option, there should be the option to toggle what powers we want them to use, and how they should engage an enemy (ranged/melee/whatever works). This way, players can choose how involved they are with their pets. Would also be nice if we could set at what point, any henchmen that could heal, should heal a fellow henchman (1/4, 1/2, 9/10).
I like it. Wish we could "preprogram" them that way. Or in a way similar to how Dragon Age Origin lets you "program" the NPCs on your team.


Check out the Repeat Offenders network of SGs! You'll be glad you did.

 

Posted

Quote:
Originally Posted by Prussian View Post
I always thought that we should have complete control over our henchmen. Under the Advanced Option, there should be the option to toggle what powers we want them to use, and how they should engage an enemy (ranged/melee/whatever works). This way, players can choose how involved they are with their pets. Would also be nice if we could set at what point, any henchmen that could heal, should heal a fellow henchman (1/4, 1/2, 9/10).

It might be nice to be able to 'program' your henchmen in detail like that. Joker did in the Dark Knight:

"I'm supposed to shoot the bus driver."
"What bus dr--"

It would be a true advanced mode, and optional of course.


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
Can we all say the name of our FAVORITE Cimmorran enemy? The Medic? I KNEW you could!

Do any of us notice the Medic racing into close combat to heal his target? No? I didn't think so.

Works for them. Wonder why not for us?
The Surgeons don't have melee attacks that forces them to go close. And the Medpack of the Medic has 25 feet range maximum.


 

Posted

Quote:
Originally Posted by Paradox Fate View Post
The Surgeons don't have melee attacks that forces them to go close. And the Medpack of the Medic has 25 feet range maximum.
Quote:
Originally Posted by Issen View Post
Couldn't the melee/range pet thing be solved by removing attacks?

For example, almost all the ranged thug pets have Brawl. Wouldn't removing Brawl eliminate them moving into melee range since they no longer have an attack that requires them to move into that attack range?
Quote:
Originally Posted by Redlynne View Post
That *already doesn't work* for Phantasm in Illusion Control.

Phantasm has no melee range attacks.
Doesn't stop Phantasm from rubbing up against targets to get his ectoplasmic scent on them.
Now that you're up to speed on why we're griping what do you suppose could be done about it?


Check out the Repeat Offenders network of SGs! You'll be glad you did.