First off, I know this is yet another thread about engagement mechanics… but I haven’t seen what I wish to suggest actually being suggested and explored before. If it has, I apologize. I did search, but if this has been suggested before, I did not search well enough. Anyway, I want this to be a discussion of this suggestion and whether it would address the issues people have with the engagement mechanic, and if it is plausible for the developers or (more likely) modders to implement in PoE, or perhaps for the devs to implement in a future game.
I will be selfish and share my opinion about the concept of engagement. I think that it is an excellent idea that has the potential to truly bring something new to the table that I think was sorely lacking in Infinity Engine games (namely controlling enemy movement without exploitation of unbelievable, immersion-breaking AI limitations/quirks), and that simulates some truly important tactical features of melee combat in real life. It just isn’t quite implemented in the most intuitive, fluid, realistic, and gameplay-enhancing way possible. The biggest gripe with it that I have is that there is no way to change position without provoking a disengagement attack when there really ought to be. I have absolutely no problem with disengagement attacks per se.
The main thing I suggest is a method to move while in engagement that does not necessarily trigger an attack. I believe the way I suggest it here will still maintain the merits of the engagement mechanic, since taking action to avoid disengagement attacks will involve penalties to movement, and can still yet expose one to disengagement attacks depending on the situation.
This can be accomplished by implementing a special kind of movement mechanic where the player or the AI can do the following: designate a cardinal direction for an entity to always face while moving (or while staying in their current place), or designate one of the engagement targets or an arbitrary point/entity on the map as a point for an entity to always face while staying put as well as moving around, towards, or away from. Any lateral or backward movement would of course be much slower than running. But this kind of movement should not provoke any disengagement attack if movement doesn’t involve exposing the side or back to an engaged enemy. Also, and this is important, the ONLY time disengagement attacks should be triggered (given the entities in engagement within range) are if the sides or back of the disengaging entity are exposed to its opponent that it is engaged with.
Some things to balance this mechanic which would be intuitive and believable could be:
(as mentioned before) any lateral and backward movement being slower than running and/or making movement while engaged in any direction be slower than running unless explicitly commanded by the AI or player a penalty to deflection and attack while moving allowing attacking while moving a chance of knockdown for any disengagement attack Some of the concepts proposed by Raz in this thread, particularly the stuff about null-engagement, and increasing player agency in choosing/changing engagement targets.
#1 above here is absolutely necessary. The others might or might not be. This would mimic some very important dynamics of real-life melee scenarios, namely the constant re-positioning of opponents, switching people out from the front lines, and moving the front line (or any line for that matter). And, more importantly, it would open up new tactical opportunities that don’t necessarily involve exploiting limitations of the AI!
Some possible difficulties I immediately foresee in implementation of this are:
making the AI take this stuff into consideration making an intuitive UI for commanding entities to do the new kinds of movement (related to #1) making an intuitive way for players to define AI behaviors of party members when it comes to engagement to accommodate the suggested features making animations to make the sort of proposed lateral and backward movements look ok
Another suggestion I have, but that is not necessary for perfection in my opinion is a chance of knockdown for any attack on a person’s flank (sides or back) provided it is the first attack upon engagement. I think this might be cool in any case, but could add some bite to engagement mechanics if the original suggestion takes too much of that away.