I would like my sim to not get deactivated when I disable a sim ab that is not a prereq for the one I have made. Today I unloaded proxy master portion that deactivated my nuker and caused me to flag due to a hostile player nearby. It is absolutely rediculous this hasn't been fixed yet and even more so it caused me to flag. I don't expect overnight changes, but this bug has been around for a while now.
MrMatador
... -Puppet Abilities The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It's a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off "auto-AI" and give the master true manual control over his simulacra. ...
For the most part I think you have some interesting ideas. This one though concerns me. It's akin to casting an ability to open up an additional tree for your use which would bring in a rather unsavory imbalance. Those who have normal access to those tree's spent time info etc in getting them and are stuck with them. The Advantage you have to summon "friends" with specific tree's at will on top of giving your oppoenents secondary targets seems rather nice. But then giving you control of that sounds akin to simply giving you access to a tree of abilities you are not normally allowed to load at the same time due to normal limitations.
The pain in the *CENSORED* associated with organizing your hotbar is not really a good way to balance the system, even though you would have to load them everytime you summoned the sim. There is of course the option to simply keep the action window open or more intelligently, create macro's.
But I would LOVE a way to export my code library!
<3!
Though it would take alot of work to repro.... :/