tylor wrote:Simple way is to just make single hp bar for both. Which would make area attack enemies extra nasty.
Not just area attacks, but also hordes. On the one hand, getting surrounded by 8 enemies is bad enough, but getting surrounded by 16 is potentially twice as bad. I don't think area attacks are particularly common among enemies, but outside of vaults neither are gigantic hordes? There's also the possibility to (depending on implementation) build or equip one body as a tank and tie up enemies.
Leaving aside companion AI, does the
enemy AI distinguish between the player and their allies? Or will it always go for the first thing in sight, unless a taunt effect changes its target, etc? Part of the reason Alchemists are beginner-friendly (though not overwhelmingly strong) is the golem is a nice buffer while the alchemist can hold back and bomb. On the one hand, I think it's important that half the character not be as disposable as a golem, on the other hand a stronger companion
which can be played intelligently could be a really effective tank.
Maybe shared status effects too. Or make it "rubber band" - hp of both is averaged each turn, status that one is habing (both good and bad) has chance of be copied or moved to another.
I'm not sure how I feel about adding randomness. Keeping track of two sets of effects that may or may not overlap, and may or may not transfer, and may or may not have different durations...could be a pain. I guess if you look at from the perspective of sharing effects being the default (maybe have it happen if you don't have X ranks in Y talent), and then have a chance to not synchronize the effects it sort of becomes a weird, blanket partial immunity.
The exact way this is handled could have interesting (or frustrating and over-complicated) ties to the exact fluff of the class. If it's one mind in two bodies (or two minds which are jumbled up), mental effects should be shared but not physical effects, magic is a toss-up. If it's someone whose timeline has been folded back on itself, all effects could be shared but they shouldn't transfer right away. If it's multiple timelines interacting, you can justify literally anything.
Implementation-wise, I suspect synchronizing effects between actors would look pretty similar with or without the chance to transfer.
Just a thought, but a lot of temporal talents work out to being really effective, overlapping defenses. Depending on how many unique talent trees are necessary to make the split-character mechanic/concept work, and assuming that multiple bodies are implemented in a way that is fragile and not tanky, a temporal theme might be a good starting point at shoring that up.