but then you know, you can't control the NPCs in the open combat (cause we are not allowed to spoiler, i can only say there are several in the Alpha an your interactions can lead to one big fight...)
Aaaaaaaah you mean the ones that asks you to help them, who cares? If they are too stupid to live... (joking of course ^^) but ya I really like what ForkTong said about it
So you want to be able to hit a huge fireball in the midst of a bunch of enemies, where your fighters are hacking away at them, without hitting your fighters? That doesn't really sound like an RPG to me. If any mage in any RPG shouts "I'VE GOT AN IDEA! FIREBALL!", everyone knows they had better run.
What I'm trying to say is: on the battlefield, it's a tactical choice. Get your guys out of there before you wanna do area damage stuff. In a town square: just don't hit people, don't pull the trigger and no one gets hurt.
I don't see why FF should be optional. It's not about hardcore or not. It's about rules.
Henchmen and summons: you control them.
Friendly people joining fights: you don't control them cause they didn't join your party, they joined the fight. If you want to take their lives into account, don't fireball.
so if you hit your own man that is your entire fault, and about the IA you have to cope with it, it is the same in classical RPG (like D&D)
Yeah. As long as the range indicators are clear for what's in the damage radius (which they aren't always at this stage), then I have no problem with Friendly fire making things more tactically challenging.
ya, but I think the problem is not that you cannot evaluate the "collateral damages" it is more that you cannot control the NPC who stupidly stand into your fireball range^^