adaliabooks: You either need to buy or earn (by levelling up or whatever) the extra slots and abilities to use to customise your parties AI and at the start it's more harm then help as you've got too few choices to make anything sensible.
Plus as you've listed there is generally a 'best' way that achieves all the various support and attacking objectives you might have and 9 times out of 10 you will go straight to that, so why bother having the system in the first place when you could just have three (decently made) AI options for Attack, Defend and Support or something similar...
Yeah you start with like 2 slots, you can have up to 12 slots at the end. You get pretty much all of them through purchasing licenses.
Although i've listed off what generally the setup should be, that doesn't mean that's the best way it should be used. You can configure to use items, or magic only, or to try and keep someone blind so they use unseen sight...
Although there's plenty of ways to totally fail. If MP < 100% then charge is probably going to try and charge over and over again for nearly an hour and still might not get you to 100% due to charge.
One of the things i tended to do as a higher priority was if an opponent had 100% health, i'd have Vaan steal from them (
the other two would attack). If no one had health at 100% then Vaan would begin fighting.
You could also make one person purely support and healing while the other two attack (
which i haven't really done much).
Perhaps the largest problem is later when you try to go up the tower (
past level 60? I forget, but it's an optional end-game objective) where your standard loadout doesn't work due to the difficulty and requires you to totally retool your group.
The reason probably mostly is that it gives you a chance to customize how your companions act (
although badly designed gambits will just waste resources, time or do nothing useful). Still it makes for a decent example of how to make your own AI, so long as you can pre-write what casting, attacking, defending, using items etc all do.
Cyraxpt: Dunno, i do believe that something like that happens with the Forza games for the Xbox one, they analyze your driving style send it to the "cloud" and supposedly adapts to you, now, how well this works i don't know but if it does work well it's actually a neat feature that i would like to see in more diverse games.
I've heard some of the driving games where they just implement a rubber-band effect, so no matter how good you drive or how good your car is the other AI cars will keep going past you. Then they also have the same effect where if they get past a certain point they will wait for you rather than going to the end of the race, making the whole exercise pointless.
I'm not really sure how much you can analyze a person's play style. Either you drive faster or you don't. Either you handle the roads better or you don't...
Although they
could save the time and running of a player's race and use that as an AI instead, although how well that works i'm not sure since it's a fixed play and not dynamic...