However when applied to each enemy in an attacking group, it has the drawback of delaying attacks, making the group manageable and barely more threatening than a single enemy.
I'm sure complex coordinated decisions could be implemented, but I'd like to suggest a simple modification that I've been thinking about:
- For each character, player included, keep track of when (s)he got hurt (no matter by what; but maybe non-observable sources, say poisons, could be excluded?);
- For each or his/her enemies, add a short period of time after that with increased probability of starting an attack.
For single enemies, that may result in some kind of "combo attacks", if the period is long enough that current attack can finish and another one be immediately triggered.
But for group of enemies, it could results in (quasi-)simultaneous attacks, just because several enemies would make the same observation at the same time.
I'm not sure it that would be sufficient, or how much tweaking it would require, but I wanted to share that idea...