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View Full Version : New Maneuvers to influence Automaton AI



Keyln
03-29-2011, 05:41 PM
I would like to propose two new maneuvers that can have a strong influence on how the puppet acts.

Offensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more offensive in behavior. Effect varies by frame.

Defensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more defensive in behavior. Effect varies by frame.

Notes

- Recast timers are shared with each other, but not with other maneuvers.
- Is not effected by Overload or Deactivate.
- Is not part of the three maneuver limit.
- Can be overwritten by using the counterpart (i.e. Offensive overwrites Defensive, and vice versa).
- Effect on AI Behavior can be overwritten by automaton parts and maneuvers.

Effect

Harlequin
Offensive: Puppet will move into melee range and attack target. Will use spells such as Dia to weaken target.

Defensive: Puppet will stay in back away from target as much as possible. Will use spells such as Cure to keep master and self alive.

Valoredge
Offensive: Puppet will move into melee range and attack target. Will use the strongest weaponskill available, regardless of maneuver. Double Attack is enhanced when maneuver is up.

Defensive: Puppet will move into melee range and attack target. Will attempt to keep hate on target as well as use defensive weaponskills such as Cannibal Blade to stay alive. Parry Mastery and Enmity is enhanced when maneuver is up.

Sharpshot
Offensive: Puppet will move into melee range and attack target. Focus of the puppet is to get as much TP as possible, and then use weaponskills.

Defensive: Puppet will move out into maximum range and shoot the target from a distance.

Stormwaker (Stormwaker head)
Offensive: Puppet will stay at long range. Puppet will focus only on casting elemental magic to do damage.

Defensive: Puppet will stay at long range. Puppet will focus only on casting healing magic to keep self and master alive.

Stormwaker (Soulsoother head)
Offensive: Puppet will stay at long range. Puppet will focus on enfeebling magic (and perhaps light magic?).

Defensive: Puppet will stay at long range. Puppet will focus on healing magic to keep the master's party alive.

Stormwaker (Spiritreaver head)
Offensive: Puppet will stay at long range. Puppet will focus only on elemental magic.

Defensive: Puppet will stay at long range. Puppet will focus on dark magic (Drain, Aspir, Bio, etc.) and enfeebling magic.

The general idea behind these maneuvers is to allow the puppetmaster greater control over his automaton. If the master, for example, wants his automaton to focus only on killing an enemy, then the master can use the Offensive Maneuver to influence the automaton's AI. On the other hand, if a more defensive role is needed, the master can switch to the Defensive Maneuver as needed.

It is important to note that these maneuvers are separate from the other maneuvers, and can not be effected by overload (nor cause overload). Each maneuver can be overwritten by the other, similar to other job's abilities, such as Hasso and Seigan, or Fan Dance and Saber Dance.

Thank you for your time, and I would love to receive some feedback.

vyhakeyo
03-29-2011, 09:15 PM
This sounds great! I like this idea, but I would personally like more control over the casting. I still do not see a reason why my Automation should cast Cure VI when I'm only down 300 HP.

Lushipur
03-29-2011, 11:50 PM
id like a JA like this but not a manouver.

something like hasso or innin.

this or let this 2 new ja work without animator.

then its just a naming convention.

and they should have a drawback too, like when in offence position it will get a defence malus...else its too overpowered.

Cruxus
03-30-2011, 05:25 AM
I like this idea (though I would think of this more of a "stance" or "performance" over a maneuver, personally speaking), actually thought PUP should have had this when the job came out/shortly after. My thoughts on the proposed abilities (basically using same template as you showed):


Harlequin
Offensive: Forces automaton to remain within melee distance to engaged enemy, increases rate of attacks. Increases delay on spells, prioritizing enfeebling spells.

Defensive: Forces automaton into back-line position (max casting range). Decreases spell casting time, prioritizing curing spells while reducing evasion and defense. (Would have to make some sort of AI adjustment so as it wouldn't try running to max range when/if it takes hate on enemy, otherwise you'd just have it running round the zone...lol)

Valoredge
Offensive: Increases attack and slightly increased rate of attack, while decreasing defense and evasion. (Forcing maton to stay close while using valoredge is moot since it automatically stays within melee range.)

Defensive: Increases damage mitigation (think effect from creed body) and enmity gain, while reducing critical hit and TP gain.

Sharpshot
Offensive: Forces automaton into max melee range and forces optimal WS.

Defensive: Forces automaton to engage enemy at max ranged attack position; increasing ranged accuracy and speed of ranged attack, lowering evasion and defense. (again AI work has to be calculated to reposition automaton only after hate is shifted to a different target.)

Stormwaker (Stormwaker head)
Offensive: Forces automaton into max casting range, granting slight M.Acc and prioritization of elemental spells.

Defensive: Forces automaton into max casting range, granting MDB and prioritization of Curing/enfeebling spells.

Stormwaker (Soulsoother head)
Offensive: Forces automaton into max casting range, prioritizing enfeebling and gaining access to offensive light spells.

Defensive: Forces automaton into max casting range, prioritizing healing spells and gaining access to buff spells (Pro,Shell,Haste...etc.) ***Side note: I believe there should be an attachment made to consume a light maneuver to make the next -na spell AoE on party***

-for gods sake get rid of poison and bio from whm's spell list while you're at it...not even part of an ability, just remove em, no whm has native bio or poison-

Stormwaker (Spiritreaver head)
Offensive: Forces automaton into max casting range, granting small MAB and increased rate of spell casting while prioritizing elemental spells.

Defensive: Forces automaton into max casting range, granting small MDB an prioritization of enfeebles with additional access to enfeeble spells (sleep, stun, petrify).

Pretty much my 2 cents, similar to OP's ideas with a little focus each frame. Also an idea for naming the abilities, since PUP is in fact a performer, possibly use:

Engaging Performance - Offensive

Averting Performance - Defensive

Gael
03-30-2011, 07:14 AM
I'm not sure that SE read the forum and care about us but i love this idea !

Keyln
03-30-2011, 04:09 PM
Hey guys,

With the new "Like" functionality in, if you like the idea above, hit the "Like" button so we can get the dev's attention.

Ahtos
03-30-2011, 04:14 PM
Maybe with a longer duration like Afflatus Solace or Velocity Shot, otherwise a nice idea.


I'm not sure that SE read the forum and care about us but i love this idea !
I guess you are the first time here ^^

Dohati
03-31-2011, 02:14 AM
yeah the idea of something like this as a JA is kinda neat, but definitely not more maneuvers. even more spam and overload potential ftl.

Orenwald
03-31-2011, 08:56 AM
I'm not sure that SE read the forum and care about us but i love this idea !

Nah, they are reading... they are just too busy going "Hmm.... let's give PUP some more MP+ and MAB gear instead of what they want!"
(Yes I realize they have been doing less of that lately, but it still makes me /sadface)

Maginmartin
04-01-2011, 12:25 AM
Love the idea of stances named as Performances.

Gouka
04-02-2011, 02:00 AM
Great idea! I don't see the need for inherent drawbacks on these; it's not buffing the pet at all, merely tailoring its AI to use different abilities at different times.

Jackastheripper
04-02-2011, 04:04 AM
This is a great idea! I always thought having a little more control over what my auto casts was a good idea.