It seems that I'm almost to the point of being able to accept not being able to have NPCs attack NPCs, or to settle for one of the many fake ways of doing it. My friends and I have asked in the past for this, and have been given replies that would give us 'something close to' our lowest priorities, after 10x the work, and code for the engine to crunch.
Still, I am left without a lot of things that I origionally wished that I had.
First and foremost, the ability to have NPCs that are friendly to the player. I could make a million quicktime movies, I could make a complex event string that would replace the NPC with a new one with a different set of behaviors every two seconds. I could make fifty thousand sprite combinations that would allow for various combinations of characters that would appear to be a party. And then, I could burn the finished prouduct onto a data DVD-RAM and distribute it offline.
But still, this won't give me the flexibility of simply having an NPC fight on the player's side, or other various improvements to the combat system. Origionally, the coldstone beta had a turn-based combat system. My best guess is that they simply switched it to real time, without testing or refining this seldom-used concept. You see, real time combat is very boring unless it is combined with action. PoG was very nice, but the combat system was what I intended to focus on.
While we debate about what should and should not be added, Beenox works on a new game engine that will not be available to the general public (as their site says). If we can't spice up the battle system, could we at least have the option to go turn-based? We're all thinking up ways to make interesting new features. But they are complex, and do not deliver the flexibility of simply having a new option or function built into the program.
Personally, I abandoned my project a long long time ago. But it has since then been taken over by a friend, who is currently losing movtivation. Maybe it's just that I'm obsessed with far-fetched, crackpot ideas like my plan to make a strategy-intensive ares multiplayer plugin that involved more than just fleet-fights, but I really feel a lack of options in making what I want to make.
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"This time, the effect was that of putting out a fire with a barrel of gasoline. And that's the moment when I said to myself, NO, I'm not playing this game anymore."
Assaf Oron, IDF