[Proposal] Henchmen control
I had some thoughts on the control of henchmen/pets/minions (basically all AI that are not enemies, subsequently referred to as henchmen). I am aware that this concept still leaves some questions unanswered, but I wanted to bring it up for further discussion.
I feel that positioning the henchmen can easily be accomplished by means of radar drawings. Straight lines between a starting point and an end point can easily define movement commands for the henchmen (1 - attack, 2 - retreat). In figures 1 and 2, it should be noted that the henchmen progress along the line and return back to the player if no further command is issued, e.g. targeting an enemy.
Angles (figures 3 and 4) can define lines that enclose an assigned area for the henchmen. In figure 3, the henchmen would not follow the player north, and in figure 4, the henchmen would not fall back south with the player.
In figure 5, drawing the "parking area" to the east would cause the AI to move to that area without attacking. The AI would only attack enemies within the area or those that are able to perform range attacks into the area (rangers).
Figure 6 - drawing an "X" on the radar screen - is suitable for canceling all commands and moving the henchmen back to the player. The same would apply if the henchmen disappeared beyond the range of the radar. In such a case, all commands would be canceled and the henchmen would return to the player.
Last but not least, the last command always supersedes prior commands. If a party were to contain more than one real player, the henchmen control should rest with the party leader (No. 1) and drop down the list to the next player upon the death of player No. 1 (restoration upon resurrection).
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