Quote Originally Posted by Del Murder View Post
Imagine how fun it would be to have fluid programming control over AI rather than the standard drop down menu for a single 'condition', 'target', and 'action'. I doubt XV would have that kind of flexibility but if it did it would be truly impressive. You could have nested conditions based on various scenarios or types of monsters, and different actions taken based on the initial results. Also an unlimited number of gambits would be nice instead of the typical dozen or so.

For example, say your attacker is getting beat down. You have a gambit to heal if their HP gets below 50%. But say, this happens like 5 times during a span of 2 minutes. Instead of the back and forth of hurt cure hurt cure, maybe you set a gambit that says 'If [Healing Gambit] is triggered 5 times, Cast Protect on X'. Or, at the very least, you can have a Protect gambit ready to manually swap on if you see this happening in battle.

This is what the additional computing power of the newer machines should be used for rather than improved visuals.
Actually the Gambits could have been far more advanced if the XII team wanted them to be but Ito realized they made the game way too perfect to automate and wanted the players to have to manage some work. In the scenario you gave, the XII system would expect you the player to realize the problem and use Protect.

Quote Originally Posted by DMKA View Post
Sigh, so it's only Noctis. Well, I hope at the very least there's some sort of gambit system or you have some level of control over your other characters, but I doubt it.

But when the game was first announced it was announced as having an "evolved form" of the Kingdom Hearts battle system, which was limited to control over only the main character, so it's not really that earth shattering a revelation. Still, those Prompto shooting scenes looked pretty awesome. ;___;
I must be the only person happy not to have to deal with a Mass Effect combat clone element creeping into the game.