Syndal wrote:
90% of people aim upper, so that means a merc with a full suit of adamantite and one with only a helmet/breastplate would have an even fight? That's rather idiotic.
And they probably constantly aim upper under the assumption that they'll be doing more net damage. Here's an example of a situation in which they're wrong, and might have to type out a total of two commands and do some quick reading to correct that error in judgment.
I don't understand the 'this is a game' argument. Am I not allowed to write a platformer/horizontal shooter where the bosses' weak point isn't their heads, now, either? I mean, I guess I could see the argument that your
mercenary might not be stupid enough to keep bashing away at that adamantite helmet even if you
told him to, but this is a roleplaying game, so that ought to be your call to make, not mine or the code's. Furthermore, the elimination of 'aim' altogether seems to be the only way to address this complaint, and that seems to make the way equipment slots and armor are handled much less useful and closer to redundancy.
Really, though, I'm sorry you're frustrated right now, but learning to use the 'aim' command to your advantage just takes a little practice. I actually had a harder time as a newbie with remembering to change my action back when a scene ended, personally.