I'm into this thread title, since I had a similar feeling. I think its cool that this high ground concept exists, but I think its being overused. Right now its like the main thing driving AI combat positioning.

It's logical that shooting down is better than shooting up, at least when gravity is an issue like with bows and arrows. But its also logical that a dude racing up the side of the mountain to get to higher ground, or standing on top of a house waving his hands in the air, probably makes for an easier target in a lot of cases too.

One thing I've noticed, and its not dissimilar to pathfinding issues that existed in the original BG1 game, is how Party members block friendly movement. In BG2 the solution was to have the Companions automatically step aside whenever a friendly was trying to pass by, which worked reasonably well.

For combat tactics some body blocking is cool (it makes sense for hostiles), but not so much when its disrupting friendly movement. This goes for the computer enemy as well. It doesn't make sense the tiny goblin to be all body blocking a big bugbear on his own team, forcing everyone to run around each other instead of just taking the shortest distance to whack the target. I think its a situation where pathing should take priority over whatever novelty is introduced by blocking. Clearly you still want your tank plugging holes, and shutting down doorways. But when its time for him to step back so you can land a backstab or whatever, I'd rather friendly could pass through each other temporarily.

That might alleviate some of the issues involved with the battle for the high ground, or being forced to do a bunch of end arounds or scrambles just to reach the enemy when one of your buds is right in the way lol.

Last edited by Black_Elk; 13/10/20 09:06 PM.