NightmareFarm
Member
Gambits gave you so much freedom over how you choose other party members to fight without having to hold their hand constantly. You could choose exactly when they heal depending on HP, when they stop using magic depending on MP, exactly when they use items, exactly when they do what move, whether they go for stronger single targetting moves or AoE for multiple enemies. You could create multiple gambit loadouts and choose which one depending on the situation. Not only does it make gameplay less frustrating but it doubles as another progression system of sorts and a very engaging one at that. It looks and feels like you're programming the AI yourself with "if" conditions and the like. And whilst this may seem convoluted, the game only gives you a handful simple gambits at the start and you slowly pick up more and more as you progress through the game.
There are AI settings in other games like Tales of games but you get very few options in comparison. You don't get to control which arte characters do at what condition. besides a general(heal, use strike artes, use magic artes, protect yourself). And there are only a few intervals for health/MP state values, just 25%, 50%, 75% whereas in FFXII it goes by every 10%. The funny thing is the AI for allies has always been one of the weakest parts of that series but this would be completely rectified if they just adopted gambits.
There are AI settings in other games like Tales of games but you get very few options in comparison. You don't get to control which arte characters do at what condition. besides a general(heal, use strike artes, use magic artes, protect yourself). And there are only a few intervals for health/MP state values, just 25%, 50%, 75% whereas in FFXII it goes by every 10%. The funny thing is the AI for allies has always been one of the weakest parts of that series but this would be completely rectified if they just adopted gambits.
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