I've been rather apprehensive writing this as I strongly believe that Allied AI, and pet classes in general have been underdeveloped and understandably shunted to the annuls of history. We can look at Diablo 2 fondly for its necromancer but in most games this play style will be considered 'lazy' or 'op' as we see in Path of Exile with the necromancer builds that lag out and destroy most content on their own.
The other side of this proverbial coin is the FF14 Summoner that has a pet, that really does little to nothing outside of its basic utility of healing or shielding people at 1/8th your power. Sure you can argue its useful but considering it does this every 6-12 seconds and you can spam out 3-6 abilities in that time it really does not do anything, we can again look at Mystics in Terra its a pet class but really what does the pet do? Inside of combat the most useful pet is by far the 'tank' version as it AOE pulls enemies and allows you to AOE mobs down, and that was the extent of its usefulness as the combat version would dual something for 1m and most of the time win, against something that you 2 shot with auto attacks. They both have a utility that can be filtered through them, but this effect is usually replaced by something else in your kit that has a lower cooldown, mystics can cause an AOE explosion in their pet last time I played it and you had an ability that rooted people that delt double the damage of that AoE. FF14 is a bit better as it can allow you to dodge a mechanic by shielding players to a great degree or prevent a wipe by max healing everyone.
Now I'd like to look at two examples of a pet class I feel is done right, City of Heroes/Villain's Masterminds and Conan Unchained Necromancer.
Let us start with Masterminds, depending on what type of Mastermind you were every pet and its tier would do something drastically different. Then you can upgrade those minions in the field to give them more Damage/resistance and abilities slotted to them. Lets take Robotics as an example.
You have 3 battle bots, that have long ranged attacks between a single shot with high accuracy and a multi shot that can do more damage but is low accuracy and it will alternate between these attacks. Upgraded they now get a Stagger attack that can knock down an opponent if two of these hit the target within a 10s window. They are considered -3 levels to you as there are 3 of them. Then you get to the Second Tier, and its 2 bots that heal your other bots, upgraded they give you shields that increase Defense to both yourself and the other bots. Their heal becomes an energize that will increase the attack rate and ability usage of other bots. Since you have 2 its considered -2 levels from you. The final tier is a Giga Mech with a powerful set of attacks and upgraded it will dish out a powerful laser that strips the target of their defenses by 50% for a short time, it also has rocket pods that stagger enemies while stronger than the other bots its a bigger slower target and the time between its attacks is significant.
Controlling these bots with Macros allows you to control each individually making you go from a MMORPG, to an RTS, bots near you get a buff and you can take Leadership powers that further enhance them. If you want to pull a group of enemy and lead them on a goose chase you can. Your minions take a good long while to recharge so losing them is a painful experience. You can slot these minions with increased damage, recharge, or give them special effects from Ability Augmentations. My personal favorite is the one that makes it so when a Bot dies it has a chance to be instantly replaced by another bot with a cooldown of 5mins, or one that makes its attacks decrease enemy defenses by 2% each attack for 1min allowing me to strip a good chunk of the enemies defenses. There is also an ability that allows you to self destruct a robot causing it to explode this causes a great AOE damaging effect and is a good way to throw out a bot that is about to die by sending it into a pack of enemies and blowing it up.
I do not expect the level of control over AI minions in Em-8er but Its something I consider to hold a place in my heart, now to the subject of the other game, Conan Unchained, Necromancer.
This is more plausible and stick with me, IN this game you have Command Points, each minion costs a set amount of command points. Ghouls cost 1, Blood Knights cost 4, Dark Mages cost 4, Lich costs 8 and so on. You can spec into the pet class and get a total of 16 control points, this allows you to get 16 ghouls if you so desire but each minion has its own perks and will determine what you bring to a fight. Dark Mages can dispel enemy debuffs, Ghouls place a bleed stack that caps at 20 doing DoT damage, Lich casts powerful spells and has a chance to revive one of your minions if they go down. Blood Knights eat Bleed stacks and AoE heal you and other minions while dealing a good chunk of damage. Most minions have synergy with other minions and combining them makes them stronger or allows other effects to happen, dark mages and will place a debuff on the enemy, that if a lich also casts its debuff will cause a aoe explosion that can kill some of your minions. Blood knights and ghouls make for a good shredder team. You can also pick out a minion to sacrifice to give a blanket buff to the rest of your minions such as increased defense, magic resist, healing over time. You can also 'frenzy' a minion to make it grow bigger and angrier and pull agro.
There are enemy types that are immune to bleed, cutting Ghouls and Blood Knights from your army of minions, there are some enemies that are immune to magic, or when magic is cast become stronger. There are some that are resistant to physical damage to a high degree. Each battle will have you sitting down to plan what minions to bring, drop or swap out for any given fight. Do you need a Tank? Bring an abomination and frenzy it as it will live the longest. The game goes from an MMO, to a game of rock paper hammer gun knife sword magic missile. With so many options you as the player will succeed or lose based on the composition of your army. Some people run around with a 'meta' of sprinkling a little bit of everything in their army and just dipping points into other specs for spell damage or debuffs but I like just playing with the minions and have buffed them up so while I'm a fair bit stronger than other Necromancers that follow a meta, I have to spend 1-2 mins remembering what I'm fighting next, or discover what it is week to, and build my forces around that.
With that said, Its a niche market, few people really care about it, but I think most people still want that walking turret from Firefall, and we also get our T.H.M.P.R. as a combat pet during invasions so its not enterally out of the realm of possibility to get combat centric AI. They could also have Emotes on their displays like our good old T.H.M.P.R.
I would like to see the ability to call down, allies with our drop ship that can have as much or as little control as you think is fair to build into the game.
Minimum, I want an ability that calls down a set unit like an AI tank, or squad of soldiers, turrets or vehicles that other players can use but can also act autonomously. I'd also be reaching by saying I want a lesser T.H.M.P.R. that sort of acts like a Omni-Frame somewhere between a medium and a light. Give each one some unique interaction in combat such as a tank possibly staggering larger targets, infantry dealing with knee biters and lesser enemies the Omni-AI being the most versatile. You could make it so Infantry use covering fire slowing down an enemy or making them take more damage from other sources.
I'd like to see 'Command Points' in some fashion, that allows a player to have AI under their control. Allowing players to pick and choose what they want to bring, and tying it to something in the Omni-Frame/OP-AI or from lore perspective your rank. Or just how much your Dropship can carry. Either way this can likely take up a ability slot + something that ties to progression allowing you to either get more command points or better yet to increase the effectiveness combat ability of call down AI. Turrets would be placed within this system allowing engineers a bit more freedom in calling down more turrets or adding some soldiers to their 'makeshift bases' Could even make it so a AI squad is tied to a particular tower and they become region based could be easier than my idea.
In a perfect world where I get my cake, cookies and eggnog I'd go further.
Allow Omin-Frames to place a command module that will sap their reactors strength or for Heavy Frames allow you to to replace that Shoulder gun to a command module giving you more call downs turning you from Artillery to mobile Forward operating Base.
I'd also see it being part of 'Pilots' job to actually use these AI driven tanks and possibly other vehicles that a command unit calls down since AI is limited but a Pilot taking control of a tank or aircraft you call in would be interesting and allow me to bring other players with me since they can just tag in on one of my Minions and get a share of resources from me. Not sure if 'Pilot' will be an option for players.
Now this all ties back to AI allies, bases will need to be defended, and if we are fighting a grand war, I'd like to see some buildings that produce Patrols, Garrisons and supply depos so if a particular base is decided to be an AI hub it can produce certain units that will help you but mind you this force is less of a way to stop invasions and instead to buy time for other players or make it slightly easier for less players to defend a region.
This would also allow some testing of the AI pathfinding by allowing players to produce a unit, have it follow them and see where it has a conniption.
Anyhow thank you for reading my Gush on Pet classes, AI and what I would like to see in game. I know its a long shot and will likely not see the light of day but I hope that something somewhere in here has sparked something in someone.
Best wishes, stay Hydrated.
The other side of this proverbial coin is the FF14 Summoner that has a pet, that really does little to nothing outside of its basic utility of healing or shielding people at 1/8th your power. Sure you can argue its useful but considering it does this every 6-12 seconds and you can spam out 3-6 abilities in that time it really does not do anything, we can again look at Mystics in Terra its a pet class but really what does the pet do? Inside of combat the most useful pet is by far the 'tank' version as it AOE pulls enemies and allows you to AOE mobs down, and that was the extent of its usefulness as the combat version would dual something for 1m and most of the time win, against something that you 2 shot with auto attacks. They both have a utility that can be filtered through them, but this effect is usually replaced by something else in your kit that has a lower cooldown, mystics can cause an AOE explosion in their pet last time I played it and you had an ability that rooted people that delt double the damage of that AoE. FF14 is a bit better as it can allow you to dodge a mechanic by shielding players to a great degree or prevent a wipe by max healing everyone.
Now I'd like to look at two examples of a pet class I feel is done right, City of Heroes/Villain's Masterminds and Conan Unchained Necromancer.
Let us start with Masterminds, depending on what type of Mastermind you were every pet and its tier would do something drastically different. Then you can upgrade those minions in the field to give them more Damage/resistance and abilities slotted to them. Lets take Robotics as an example.
You have 3 battle bots, that have long ranged attacks between a single shot with high accuracy and a multi shot that can do more damage but is low accuracy and it will alternate between these attacks. Upgraded they now get a Stagger attack that can knock down an opponent if two of these hit the target within a 10s window. They are considered -3 levels to you as there are 3 of them. Then you get to the Second Tier, and its 2 bots that heal your other bots, upgraded they give you shields that increase Defense to both yourself and the other bots. Their heal becomes an energize that will increase the attack rate and ability usage of other bots. Since you have 2 its considered -2 levels from you. The final tier is a Giga Mech with a powerful set of attacks and upgraded it will dish out a powerful laser that strips the target of their defenses by 50% for a short time, it also has rocket pods that stagger enemies while stronger than the other bots its a bigger slower target and the time between its attacks is significant.
Controlling these bots with Macros allows you to control each individually making you go from a MMORPG, to an RTS, bots near you get a buff and you can take Leadership powers that further enhance them. If you want to pull a group of enemy and lead them on a goose chase you can. Your minions take a good long while to recharge so losing them is a painful experience. You can slot these minions with increased damage, recharge, or give them special effects from Ability Augmentations. My personal favorite is the one that makes it so when a Bot dies it has a chance to be instantly replaced by another bot with a cooldown of 5mins, or one that makes its attacks decrease enemy defenses by 2% each attack for 1min allowing me to strip a good chunk of the enemies defenses. There is also an ability that allows you to self destruct a robot causing it to explode this causes a great AOE damaging effect and is a good way to throw out a bot that is about to die by sending it into a pack of enemies and blowing it up.
I do not expect the level of control over AI minions in Em-8er but Its something I consider to hold a place in my heart, now to the subject of the other game, Conan Unchained, Necromancer.
This is more plausible and stick with me, IN this game you have Command Points, each minion costs a set amount of command points. Ghouls cost 1, Blood Knights cost 4, Dark Mages cost 4, Lich costs 8 and so on. You can spec into the pet class and get a total of 16 control points, this allows you to get 16 ghouls if you so desire but each minion has its own perks and will determine what you bring to a fight. Dark Mages can dispel enemy debuffs, Ghouls place a bleed stack that caps at 20 doing DoT damage, Lich casts powerful spells and has a chance to revive one of your minions if they go down. Blood Knights eat Bleed stacks and AoE heal you and other minions while dealing a good chunk of damage. Most minions have synergy with other minions and combining them makes them stronger or allows other effects to happen, dark mages and will place a debuff on the enemy, that if a lich also casts its debuff will cause a aoe explosion that can kill some of your minions. Blood knights and ghouls make for a good shredder team. You can also pick out a minion to sacrifice to give a blanket buff to the rest of your minions such as increased defense, magic resist, healing over time. You can also 'frenzy' a minion to make it grow bigger and angrier and pull agro.
There are enemy types that are immune to bleed, cutting Ghouls and Blood Knights from your army of minions, there are some enemies that are immune to magic, or when magic is cast become stronger. There are some that are resistant to physical damage to a high degree. Each battle will have you sitting down to plan what minions to bring, drop or swap out for any given fight. Do you need a Tank? Bring an abomination and frenzy it as it will live the longest. The game goes from an MMO, to a game of rock paper hammer gun knife sword magic missile. With so many options you as the player will succeed or lose based on the composition of your army. Some people run around with a 'meta' of sprinkling a little bit of everything in their army and just dipping points into other specs for spell damage or debuffs but I like just playing with the minions and have buffed them up so while I'm a fair bit stronger than other Necromancers that follow a meta, I have to spend 1-2 mins remembering what I'm fighting next, or discover what it is week to, and build my forces around that.
With that said, Its a niche market, few people really care about it, but I think most people still want that walking turret from Firefall, and we also get our T.H.M.P.R. as a combat pet during invasions so its not enterally out of the realm of possibility to get combat centric AI. They could also have Emotes on their displays like our good old T.H.M.P.R.
I would like to see the ability to call down, allies with our drop ship that can have as much or as little control as you think is fair to build into the game.
Minimum, I want an ability that calls down a set unit like an AI tank, or squad of soldiers, turrets or vehicles that other players can use but can also act autonomously. I'd also be reaching by saying I want a lesser T.H.M.P.R. that sort of acts like a Omni-Frame somewhere between a medium and a light. Give each one some unique interaction in combat such as a tank possibly staggering larger targets, infantry dealing with knee biters and lesser enemies the Omni-AI being the most versatile. You could make it so Infantry use covering fire slowing down an enemy or making them take more damage from other sources.
I'd like to see 'Command Points' in some fashion, that allows a player to have AI under their control. Allowing players to pick and choose what they want to bring, and tying it to something in the Omni-Frame/OP-AI or from lore perspective your rank. Or just how much your Dropship can carry. Either way this can likely take up a ability slot + something that ties to progression allowing you to either get more command points or better yet to increase the effectiveness combat ability of call down AI. Turrets would be placed within this system allowing engineers a bit more freedom in calling down more turrets or adding some soldiers to their 'makeshift bases' Could even make it so a AI squad is tied to a particular tower and they become region based could be easier than my idea.
In a perfect world where I get my cake, cookies and eggnog I'd go further.
Allow Omin-Frames to place a command module that will sap their reactors strength or for Heavy Frames allow you to to replace that Shoulder gun to a command module giving you more call downs turning you from Artillery to mobile Forward operating Base.
I'd also see it being part of 'Pilots' job to actually use these AI driven tanks and possibly other vehicles that a command unit calls down since AI is limited but a Pilot taking control of a tank or aircraft you call in would be interesting and allow me to bring other players with me since they can just tag in on one of my Minions and get a share of resources from me. Not sure if 'Pilot' will be an option for players.
Now this all ties back to AI allies, bases will need to be defended, and if we are fighting a grand war, I'd like to see some buildings that produce Patrols, Garrisons and supply depos so if a particular base is decided to be an AI hub it can produce certain units that will help you but mind you this force is less of a way to stop invasions and instead to buy time for other players or make it slightly easier for less players to defend a region.
This would also allow some testing of the AI pathfinding by allowing players to produce a unit, have it follow them and see where it has a conniption.
Anyhow thank you for reading my Gush on Pet classes, AI and what I would like to see in game. I know its a long shot and will likely not see the light of day but I hope that something somewhere in here has sparked something in someone.
Best wishes, stay Hydrated.