Anyone have any ideas on how to give the AI more of an advantage for using vanish / invisible? The AI ignores the player's units that have that status, however the player can still see any units the AI controls with that status. That seems horribly unbalanced (in favor of the player) and also prohibits some interesting "ambush" encounters you could make using it.
Well in the PSP version when playing against another player the only good thing about it is that it gives your first attack/ability "concentrate." It would be nice if invisible worked like it does in FFTA2.
Quote from: "Kourama"Well in the PSP version when playing against another player the only good thing about it is that it gives your first attack/ability "concentrate."FFTA2.
That's exactly the problem. I've been thinking about it, and I noticed that all vanish does is increase the alpha value of the character that has it. If there were a way to change this value, it might be possible to make it so that ALL units with the vanish status are completely invisible. It wouldn't be the ideal solution, but it could allow for some ambushes. Or at the very least it would cause the player to be more cautious.
id like to know how to play with what it does to ai as well... see i want it to have NO effect at all other than visual appearance. i want to use it for ghosts.
I like the ghost idea. That sounds a lot more doable than "fixing" it. But it would still be cool to figure out a way to have ambushes. If we had better mastery over events they might be usable for spawning "ambushing" enemies.
that status is scripted so one sided. it's obvious they never intended the enemy to be able to use it..
You could have the enemy equip Ninja Gear. It'd be nice if the enemy would take advantage of the fact that they are invisible also.
I think I would remove the ability of the Player being able to use it too.
we thought it was in the Unknown AI flags for the Trans status
but it's not
: (
Quote from: "CidIII"You could have the enemy equip Ninja Gear. It'd be nice if the enemy would take advantage of the fact that they are invisible also.
In one of the new fights in the PSP version, one of the ninjas do indeed equip ninja gear (or something very similar). It's really funny because all it does is fade them out a little (the player can still see them) and it treats their next hit as though it has concentrate.
So we don't know where the flags are for the AI's behavior towards vanish. Maybe the only way to fix it make it so players don't have access to it and assign it as a perma-stat to some specific monsters to make them more ghost like.
i find a problem with this as with a character that has jumped what about the fact that all you have to do is bring up a blue characetrs movement range and you would then know exactly where they are not necesarrily wut they are but you would know they where there
also to make them invisible maybe you cause see what makes a jumped character vanish and apply that to the mix and see where it gets you
I'm going to be especially evil in my hack and make Vanish also ignore attacks! >=D
|m|,
well thats actually a good idea, that would mean that it would work equally on both sides!
Guess I'll have to find a new use for that dark/evil status then.