Enemy Behaviours in battle

Oddball

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So, Iv'e decided on giving enemies certain behaviours in battle. This isn't patterens, it's slightly more advanced then that

So, I'd like to shoot for 5 different catagories, each with there sub-categories

Here's what I mean

Let's say there's a category called coopertaion

That would be divided into sub-categories

Gang-up

Leader

Group

ect

with gang up, an enemy would mark a charecter with a undetectable state that increases target rate. If a shield or something is applied to that charecter, The state would be removed, and the enemies would gang up on another charecter.

With Leader, one enemy, who would be faster then all the others applies undetectable states to it's followers, that tell them what to do, as well as set up combo's(let's call them "command skills"). If the leader is taken out, the rest will have bare minumum A.I. programing. The group might not be particularly strong, but there cooperation makes up for that

group is like leader, only all of them have the command skills and equal speed. These enemies are the weakest of the 3

Another one could be "Chaos" where little A.I. programming is needed because there mostly damage dealers, but still strategy is needed to defeat them

maybe there's one subgroup that has powerfull skills with limited uses, using the most powerful first. Using weaker skills if the battle drags on to long

Maybe there's another, were the monsters pick a target at the beginning, and stick with that target (Like gang-up, only each one could pick a different target. And they stick with that target, even if a shield is put up)

As you all can see, there's great potential for strategy... I'm just having trouble coming up with more categories and subcatergories... Any help would be appreciated
 
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Warpmind

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How about Tag-Teaming?
One enemy acting early applies a State to one of the heroes; let's say a temporary weakness to an element, and another enemy acting later in the round follows up with an elemental attack on the same target IF the State was successfully applied, or if the State wasn't applied, just a regular attack. The State, of course, disappears at the end of the round.
 

Oddball

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How about Tag-Teaming?

One enemy acting early applies a State to one of the heroes; let's say a temporary weakness to an element, and another enemy acting later in the round follows up with an elemental attack on the same target IF the State was successfully applied, or if the State wasn't applied, just a regular attack. The State, of course, disappears at the end of the round.
Interesting add-on to the group and leader subcategories. I think this would be a good way to help round them out. I'm not sure about it being it's own subcategory... Unless they do this through the entire battle, and that's the whole premis of it. What would there weakness's be?
 
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Warpmind

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Interesting add-on to the group and leader subcategories. I think this would be a good way to help round them out. I'm not sure about it being it's own subcategory... Unless they do this through the entire battle, and that's the whole premis of it. What would there weakness's be?
Obviously, the weakness(es) would be the Setup Guy - let's say the State only has something in the 90%-95% range change of going through, and the Setup Guy is a squishy. It only seems as though he's the least dangerous guy, since the other guy is the one who delivers the really devastating attacks.
 

Wavelength

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A few others you could add if I'm understanding the system right:

  • Protect - the troop chooses one of their allies and goes after anyone who is doing damage to that ally
  • Threat - the troop goes after who is doing the most damage/healing/successful status applications/etc.
  • Bully - the troop goes after whoever is doing the least damage to them
  • Bias - the troop specifically targets mages, warriors, fast characters, etc.
  • Spread - the troop's members tend to target enemies that their allies aren't targetting (inverse of gang-up)
  • Vendetta - each troop member individually targets enemies that are targeting them
 

Oddball

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A few others you could add if I'm understanding the system right:

  • Protect - the troop chooses one of their allies and goes after anyone who is doing damage to that ally
  • Threat - the troop goes after who is doing the most damage/healing/successful status applications/etc.
  • Bully - the troop goes after whoever is doing the least damage to them
  • Bias - the troop specifically targets mages, warriors, fast characters, etc.
  • Spread - the troop's members tend to target enemies that their allies aren't targetting (inverse of gang-up)
  • Vendetta - each troop member individually targets enemies that are targeting them
These are great ideas, although would be a little difficult to implement, but I can figure it out if I use them. With protect, I don't see a strategy that's more effective against it though. Although, that might be me.

example, Gang up and the first sub-category in chaos, the guard command becomes your friend. with leader, once the leader is gone, it's an easy fight. with group, attrition tactics are pretty useful. The second sub-group in chaos can't deal well with beneficial states very well

Obviously, the weakness(es) would be the Setup Guy - let's say the State only has something in the 90%-95% range change of going through, and the Setup Guy is a squishy. It only seems as though he's the least dangerous guy, since the other guy is the one who delivers the really devastating attacks.
So it's similar to leader? 

(after some thought) This, actually could be a way to throw the player off in an area with lot's of leader troops. You make one enemy look all big and bad, they think that's the guy they should target, when really it's the meager looking guy just behind them that's the real threat... Hmm... I'll seriously consider this
 
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Wavelength

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These are great ideas, although would be a little difficult to implement, but I can figure it out if I use them. With protect, I don't see a strategy that's more effective against it though. Although, that might be me.
The strategy would be, if you can figure out that the troop is protecting a certain monster, is to have your most fragile members attack other monsters, and have the characters you want to take hits to attack that monster.  Or, to have any one character attack that monster and use your defense buffs and other protective skills to protect the one character that's going after it.

Glad you like the ideas!
 
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