gambit system
AI Overhaul – A Turn Based Interpretation of FFXII's Gambit System
Inspired by FFXII's gambit system, I've overhauled the engine's artificial intelligence system for combat encounters When it was originally released, FFXII got a lot of flack for the Gambit System. I believe a lot of that discontent came from players who felt that their loss of control over every combat action, which the more traditional ATB system gave you, was too much of a drastic change. However, PC gamers were very used to this kind of combat. Some of the most beloved RPGs of all time - the Infinity Engine games such as Baldur's Gate, Icewind Dale and Planescape Torment - carved their place in history by taking the classic turn based combat from Dungeons & Dragons and flipping it on its head with a system that's become known as "Real Time With Pause" (RTWP). In this system, players can pause at any time during combat, issue commands to their units, and then let the battle play out according to their carefully crafted plan. It was a direct byproduct of the engine starting out as being built for RTS games.