I'm not very good at this breaking apart quote stuff, but I'll give it a shot. I don't know how you guys do it so quickly.
I have a complete Icewind Dale playthrough on youtube where I control the unit targeting in 99% of the encounters, because I think about how unit targeting works. If I know the conditions that make enemies change targets, then I'm going to know how to manipulate the battlefield right? If people don't think about those kind of things, then of course they're going to struggle. The targeting AI in the IE games is fucking snappy as man, once enemies qualify for a re-target it happens on the next frame.
and how many playthroughs did it take for you to get to the point where you knew every fight and every map? how much cheese did you have to rely on, even subconsciously?
Why? Even real-time games simulate combat, just because a unit turns around it doesn't mean that that turning around has to symbolize dropped defenses/running away just because the budget isn't there to animate it properly and/or that wouldn't make good gameplay having units shuffling around like a realistic battle in a game with this camera perspective and this many units.
You just answered your owned question as to why you are vulnerable. You TURNED AROUND and showed your back to an enemy. That qualifies as the very definition of dropping your defenses. Whether it's because you wanted to walk or run away from that enemy or whatever, you wanted to move away from an enemy that is trying to kill you. That puts you at risk. There are talents and abilities that can reduce or eliminate that risk.
I've seen enemies break engagement, and you can also cheese engagement to your advantage by pulling them across the edge of frontline's engagement circle.
I have not seen this, but I'm also not trying to cheese it. I do believe you though that it could happen.
There is no Attack of Opportunity in any Icewind Dale game. How long has it been since you last played one?
I meant NWN. I got confused because I was thinking in my head how there were plenty of other weird and crappy mechanics in IE games, like shooting point black into an axe-weilding mob who is in your face, without penalty and how in NWN, they used 3.0 which caused a penalty for that. IWD2 used 3rd edition, there weren't AoOs in that game? It has been a while.
I'm going to say bullshit to the statement that (all) RTwP games are simulating turn-based mechanics. The pause exists for you to be able to manage a party in real-time because it's difficult to control six characters with multiple abilities at once. The original intent of the IE games may have been to simulate turn-based mechanics in the way that attacks and actions occur, but in reality the way they are implemented is not dissimilar to how attacks and attack cooldowns in Fighting Games or other real-time games such as Warcraft 3 work. Personally I don't care what the original intent was, they definitely play like a real-time game and they definitely have an RTS feel to them as well. Everyone is NOT on the same 6 second round (in the Infinity Engine games). There are individual round timers for each unit.
I'm not sure how to argue this point with you about every character being on the same 6 second combat round. I haven't seen the code in quite a while and I don't trust my memory, so I'm going to have to let this go till I have time to go through the code. I'll go ask Dan Spitzely.
I don't care about the AD&D rules. This is not about D&D.
No, but that was in the IE games and it was dumb.
The AI targeting clause that causes your party members to stop and attack their engager - that is an aggro mechanic. It can be disabled, but it's horrible because you suffer disengagement attacks all the time because they occur on the very next frame after you've been engaged if you're still moving. I'm glad they implemented this option though because it allowed us to make our mod good.
only if they aren't already engaged. that just makes sense. why is that problem?
I disengage if I need to move out of a persistent hazard that does damage, such as Ninagauth's Freezing Pillar. Otherwise I don't put myself in the position where I need to disengage, you can play around it through unit positioning in most encounters.
So we kind of agree at least on this point that there are reasons to move.
There was PLENTY of screwy mechanics in the IE combat. Pathfinding was NOT good, it was at BEST merely ok. At the worst, it was a trainwreck.
Ranged combat was not handled well.
Melee had its own issues for me it was mainly the fake attacks and the lack of locking down an enemy.
I admit it has been a while since I have played them and I am not relentlessly replaying them over and over again learning every last detail till it is second nature. I don't because I don't think combat in IE games was that good. Yeah, there were satisfying moments, but there were far more frustrating moments.
I do think sometimes that you can learn something so well that you can no longer see the faults in it because you have adapted to the point where you handle the faults on a subconscious level.