Yes, this is partially because of that other thread about having an option to skip boss fights. However, it's not to do with skipping boss battles but rather the kind of boss battles I'd prefer to see in games.
I'll try to explain what I'd see as an "ideal boss battle" scenario by describing the encounter:
And I'd really like if this could be applied to difficulty settings, in general. Where enemies aren't simply made tougher, more damaging or more numerous on higher difficulties, just smarter. So the player needs to take a step back and THINK through their battles, instead of making it a matter of choosing the right gear/skills/perks/whatever in order to punch through the enemies' increased health levels and resist their increased damage.
But I fear that none of this is remotely feasible, because programming smart AI for games not only makes things harder for devs, but also takes up more CPU on the end user's hardware. Doesn't it? Then again, First Encounter Assault Recon is fairly old now, the first one anyway, and is still praised for its AI, despite it actually being relatively simplistic at its core, isn't it? But I bet it still runs CPUs into the dirt with how much processing power they take up.
I'll try to explain what I'd see as an "ideal boss battle" scenario by describing the encounter:
And that's generally what I'd like to see for all "boss" encounters, where they're ultimately no more durable and do no more damage than the regular troops you mow down by the hundreds. It's just that they're far smarter than the rank and file.Enemy Elite Tank Ace Squadron Encounter said:So you're playing a tank combat game, going through the missions, taking down the enemy level by level. You're then given a mission that they're telling you is going to be "a walk in the park". Only a handful of enemy vehicles, nothing you can't handle. You could take on a larger force in your sleep.
You prep your unit and roll out to face the enemy. But you can't see them. "Where are they? I thought there were supposed to be-" *BOOM* One of your allies is suddenly hit. You spot a cloud of dust and smoke, but it's obscured behind dense bushes, and you can't see the enemy that fired on you. You suddenly realize you're up against a squadron of enemy tank aces, gathered here to put a stop to you, once and for all.
You have to constantly maneuver, hunt the enemy down through this dense forest, get around their flanks to hit their more vulnerable side and rear armor. And you're losing your squad mates, even as you take down the enemy. It ends up being a battle of minds, where you have to outsmart the enemy squadron leader to finish him off.
The two of you eventually find yourselves in a village that's been torn apart by prior combat. Buildings are barely holding together, and every shot brings down another burned out husk. You move from crater to crater, never knowing where the next attack will come from. Ultimately, you defeat the enemy tank aces. But only after managing to out-THINK your enemies. They were actually no more durable than the regular rank and file, once you got a clear shot at them. They were just a hell of a lot smarter.
And I'd really like if this could be applied to difficulty settings, in general. Where enemies aren't simply made tougher, more damaging or more numerous on higher difficulties, just smarter. So the player needs to take a step back and THINK through their battles, instead of making it a matter of choosing the right gear/skills/perks/whatever in order to punch through the enemies' increased health levels and resist their increased damage.
But I fear that none of this is remotely feasible, because programming smart AI for games not only makes things harder for devs, but also takes up more CPU on the end user's hardware. Doesn't it? Then again, First Encounter Assault Recon is fairly old now, the first one anyway, and is still praised for its AI, despite it actually being relatively simplistic at its core, isn't it? But I bet it still runs CPUs into the dirt with how much processing power they take up.