**steps up on soap box**
The issue is characters ignoring commands in combat. It's not a squad tactics game if I can't use tactics. And I can't use tactics if the AI ignores my commands.
Currently there is a issue with who is allowed to attack a target. I select a character and tell them to attack a target and they run up to them and just stand there, because another character some place else on the map feels they should have first dibs even though they are no where near the target. So the poor sap I just told to attack a HN paladin just stands there and doesn't defend as the paladin hacks them to pieces. This also happens with groups as a large group gathers around a target and no one attacks as the person in the back who can't reach the target has the attack slot. So everyone else waits for the them and get slaughtered in mass.
This is because the AI has assigned the attack slots to random characters around the map with out regard to proximity or direct commands. Sometime these are characters with wounded legs that are crawling across the map and well outside the combat. But for some reason they are the one that is "attacking" and the rest stand by and wait for them.
The AI needs to allow the closest characters to have priority. It also needs to recognize that if I direct a character or characters to attack a target, that they have the "right of way" and should be given the attack slots. Anyone with out an attack slot should stand back out of combat range so that they are not in the "Splash zone" of attacks that they will not defend against.
This would also fix the issue with characters you tell to attack a target and they take one swing then turn and run across the map to attack someone else far away. If the AI would pay attention to who is the closest to the target when assigning attack slots then characters will stay on their targets. And if I put a character out of the fight because I want someone else in, they won't jump the line and take the attack slot back.
It would also mean that I could command my strong fighter to attack a particularly nasty opponent, and the lesser members of my team would back off and let them in. Currently it doesn't matter if I tell my fighter to attack. If the slots are already filled by the lesser member, they will just stand there and wait till all the others die before moving in just close enough to get hit by splash damage, but not close enough to get an attack in, because the ones staggering on the ground with their guts pouring out are taking up the attack slots.
This doesn't show up as a big issue with the smaller fights with wandering patrols where you are fighting mostly 1 on 1 or close to those odds. Though it still happens. But it becomes very clear when you are fighting large numbers of attackers like attacking cities in the HN, or during large base raids. In these situations being able to direct the correct fighters to the correct fights is very important, and often means the difference between victory and death.
My recent attack on the Holy Phoenix was soo frustrating I rage quit three times as the AI wouldn't allow me to send my "hit" squad against him. Instead it prioritized random characters from around the map and keep throwing them at him even though they didn't stand a chance. And my hit squad went down because they were standing in the splash zone while THP hit 15 to 20 characters a swing. When I directed the lesser characters away from the fight others jumped in and still pushed out the fighters I had directed to "attack target".
And I couldn't direct characters to attack turrets because they would run up and stand in front of them and take shots to the chest because someone else, somewhere was on their way to attack that same turret, but had not arrived from across the map yet.
Sorry for the rant, but like I said this made for very frustrating play yesterday. And since I'm still feeling ranty today, I guess it left an impression. And not the kind we want it too.
IMHO, Attack slots should be given to the characters I direct to attack a target first. Then to those who are closest to the target. Lastly the AI should choose to attack the enemy closest to the character not one randomly some place else on the map.
And if they don't have an attack slot they should stand back out of splash range. No one should be able to take down 15 to 20 characters at once. Especially when those characters are not defending themselves.
**Kicks his soap box back under the desk**