> It depends on the AI and whether it will be possible to filter combat
> messages. I think managing two characters can take much less than
> twice the time, provided that out of combat one does not have to move
> them separately. How easy will it be for the average player to script
> things with the AI?
AI _scripting_ per se isn't planned, but there will be a
lot of knobs and options to control and influence the
behavior of characters and let the game know when you
want to run them and when you want the AI to.
One important element of team-based play, I think, is
"catch-up" movement -- so you move your one controlled
character and then the other party members catch up and
the game waits, so nobody gets left behind in out-of-
combat movement. I was trying to do this with pets in
old-Incursion, but the engine wasn't up for it.
I've been playing Troika's Temple of Elemental Evil a
bit recently, and that handles party-based D&D fairly
well with an interface I personally find manageable,
despite being nearly as buggy as Incursion is -- the
basic design works, despite horrible quirks with the
pathfinding and other things. So it certainly is doable.
Hopefully Incursion will lack the ToEE "quirk" where
trying to move your party from explored point A to
explored point B causes two of the six members to
take a completely different path including a shortcut
through unexplored areas of the dungeon. That's rather
irritating. :)
> How smart will the party members be regarding
> following the currently selected party member? Will they exend
> resources to do so? Can that be turned off?
Party members should be able to follow the
controlled member out-of-combat easily. That's a
basic prerequisite.
> Can you make a combat log
> filtering system that eliminates spam yet makes sure you get the
> messages you want to?
Hopefully, yes. Log filtering is definitely planned.
> ... because it means niche builds will be much more
> viable - one no longer has to build a character keeping in mind that
> that character should be able to survive or evade every conceivable
> encounter - the rest of the party can take care of the things a single
> character is weak at. A cleric that only does healing and party
> buffing and doesn't carry a weapon, a wizard that focuses on save-or-
> suck or troubleshooting or transport or terrain control, a fighter
> whose only focus is defense, a rogue that only focuses on traps and
> doors - all these are possible and viable within a party context
> without adding the clause ".. and overpowered summoning" to them.
Yeah -- I think this is very essential for a game to be
authentically d20/D&D -- the whole system is built for
parties, after all.