He's saying that attacks to teeth, fingers, etc., should work the same way as hitting internal organs works right now.
No, he didn't. He said, "Make AI aim at larger regions as in at a hand or arm, not a finger." As in, "Don't waste time trying to land attacks that, even if successful, will
not effectively increase my odds of victory."
They prioritize the head of an unconscious foe because all locations become guaranteed hits.
Which I learned, to my chagrin, at the same time that I learned that silver warhammers do
jack against an iron helm. My Hammerdwarves could have turned those unconscious goblins' entire torsos into pulpy mush, but instead they exhausted themselves pounding away at the
one target that was effectively invincible. Hence, the importance of being smart enough to switch combat styles in mid-fight.
The other issue, is that the combat system has to be morphology agonstic as possible. You can put a creature with any number of limbs, heads, fingers, toes or teeth. . . . [You] would probably need to have a embed each body part with a some sorta priorty number, but that might lead to everybody just attacking the head again or similarly flatting all combat so folks only attack one region of a body.
True, there needs to be a "general" layer of strategy, the
goal of the combat style, and then below that a layer of which specific body parts (ideally, for each type of enemy) would be valid targets for
that particular style. Something vaguely like:
I. Goal of combat style
A. Target areas to attack
1. Types of attack to use
I. Negate opponent's offensive abilities A. Weapons, weapon hand, weapon arm
1. (Weapon itself) Any blunt or heavy slashing weapon of your own, to either damage the target weapon, or knock it out of the opponent's hand.
2. (Weapon hand) Again, any slashing (if hand is unarmored) or blunt (doesn't matter) attack. Also piercing weapons, if hand is unarmored, with attempt to embed your weapon in the hand & then use it to
shake the hand around. If unarmed,
grapple the hand, especially if your forces (in the immediate area) outnumber the enemy.
3. (Weapon arm) Select target of upper arm or lower arm (and hand, too) based on the type of armor (if any) over each part, vs. your weapon (if any). Grappling still an effective strategy,
if you have friends nearby.
B. Clawed foot, clawed leg
1. If armed with blunt weapon, attack whatever part of the limb seems least armored, with the goal of breaking at least enough bone to make the leg/claws too painful to use.
2. If armed with slashing or piercing weapon, attack whatever part of the
leg (not the foot) seems least armored, with the goal of severing important nerves or tendons.
C. Jawbone
1. If armed with blunt weapon, attack, with goal of breaking bone & rendering the creature unable to bite.
D. Horns, antlers
1. If horn/antler is narrow enough, attack with blunt or heavy slashing weapon in an attempt to break it.
E. Eyes
1. If armed with small weapon (dagger), try to stab in enemy's eye. If armed with larger weapon and combat closes to grappling range (making large weapons unwieldy), consider dropping weapon & jabbing finger/thumb into enemy's eye.
F. Etc., etc.
II. Negate opponent's defensive abilities A. Shield, shield hand, shield arm
1. Ways to force opponent to drop shield
B. Helmet / neck
1. If armed with a small weapon, close to grapple range, grab their head/helmet, & expose the throat. Bring weapon to throat & issue threat.
C. Etc.
III. Negate opponent's capacity for movement A. Legs
1. If armed with whip, net, or bola, attack to attempt to entangle ambulatory limbs / entire body.
2. If armed with melee weapon, attack legs to damage bones/tendons & immobilize enemy. Then, back out of enemy's attack range & finish them off with spears or ranged weapons.
IV. Stun opponent A. Skull
1. Bad blow to the head, etc.
B. Spine, upper arms, upper legs
1. A good hit to the spine can also temporarily disable the whole central nervous system, as can breaking bones at the hip or shoulder (shock).
C. Throat
1. Strangulation to loss of consciousness
VI. Kill opponent A. Brain
1. Piercing or blunt weapons, etc.
B. Heart
1. Piercing weapons only.
C. Lungs
1. Piercing weapons only.
D. Throat
1. Piercing or slashing weapons, strangulation.
Etc., etc., you get the idea. Dozens of different "If the enemy creature has X, and you've got Y weapon, attempt to do Z" strategies could be made--or even a functionally
infinite amount could be procedurally generated.