Talk:Focused Bolt/@comment-24634511-20190513094337/@comment-23878607-20190514070412

Thank you for the civil discourse, I appreciate it.

I ran a very specific test on inclination values when I was looking at the concept of broken AI. By using a careful application of potions from the Science document, I made my pc pawn u/ch/mit, with zero values in the other inclinations. The first thing that I noticed after taking the pawn into a high threat situation, that one behavior I valued vanished completely, which was spamming a group curative to fix my health on a near-fatal blow. it also refused to use the curatives in its inventory to address its own HP, which was below 30% after the encounter. I restored U/ch/mit/medicant using the usual potion formula I prefer (3-5-7-9), and the behavior reappeared.

I was able to duplicate both results on a alt pawn I used for testing various things on the 360; confirmation on two separate platforms.

I was told by someone who has extensively studied the very code of the game, via hex deciphering and Japanese translation that inclinations are basically scripts that fire in priority in accordance with the value assigned to it by the inclination table. Each action, gained from the pawn's 'learning process' via bestiary knowledge has an inclination assigned to it. The oft argued point of whether one's pawn 'learns' from example is atrtributed to a separate section of the AI that both loads and discards scripts in response to the player's inputs, e.g., playstyle.

I presume the dev team did all this in an attempt to make pawns appear more dynamic than the script-executing code they really are.