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** If a unit is ordered to attack a unit that's out of their range, they will try to move as close as possible to it rather than stopping once they're within range to attack. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange and air units who will vaguely circle around the targeted unit and decide they don't feel like obeying.

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** If a unit is ordered to attack a unit that's out of their range, they will try to move as close as possible to it rather than stopping once they're within range to attack. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange unless you micromanage their positioning, and air units who will vaguely circle around the targeted unit and decide they don't feel like obeying.
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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/CommandAndConquerTiberianDawn early]] [[VideoGame/CommandAndConquerRedAlert games]] (''especially'') since the AI doesn't suffer from it as much:
** Units tend to move towards the location of the unit they're ordered to attack rather than attack it at maximum range. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange and air units who will vaguely circle around the targeted unit and decide they don't feel like obeying.

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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/CommandAndConquerTiberianDawn early]] [[VideoGame/CommandAndConquerRedAlert games]] (''especially'') since the AI doesn't suffer from it as much:
much later on:
** Units tend to move towards the location of the If a unit they're is ordered to attack a unit that's out of their range, they will try to move as close as possible to it rather than attack it at maximum range.stopping once they're within range to attack. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange and air units who will vaguely circle around the targeted unit and decide they don't feel like obeying.

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* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.

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* In ''TabletopGame/BloodBowl,'' some ''TabletopGame/BloodBowl'':
** Some
Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.happens.
** Some units in sixth edition have an Animosity mechanic that prompts them to refuse to give the ball to a player they dislike.
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* ''VideoGame/BaldursGateIII'': If you play as The Dark Urge, an amnesiac SerialKiller, their violent desires sometimes take on a life of their own. [[spoiler:They automatically murder one SacrificialLion in their sleep if she's allowed into the camp, and will do the same to their [[RomanceSidequest love interest]] later if they fail a Wisdom saving throw.]]

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* ''VideoGame/BaldursGateIII'': If you play as The Dark Urge, an amnesiac SerialKiller, their violent desires sometimes take on a life of their own. [[spoiler:They automatically murder one SacrificialLion SacrificialLamb in their sleep if she's allowed into the camp, and will do the same to their [[RomanceSidequest love interest]] later if they fail a Wisdom saving throw.]]
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* ''VideoGame/BaldursGateIII'': If you play as The Dark Urge, an amnesiac SerialKiller, their violent desires sometimes take on a life of their own. [[spoiler:They automatically murder one SacrificialLion in their sleep if she's allowed into the camp, and will do the same to their [[RomanceSidequest love interest]] later if they fail a Wisdom saving throw.]]
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* ''TabletopGame/{{Pathfinder}}'': Mediums gain PowersViaPossession by spirits. Some actions give their channeled spirit additional influence over them; if they reach 5 influence points, the spirit takes over their body for the rest of the day.

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* ''TabletopGame/{{Pathfinder}}'': Mediums gain PowersViaPossession by spirits. Some actions give their channeled the spirit additional influence over them; if they reach 5 influence points, the spirit takes over their body for the rest of the day.
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->''"Slaking is loafing around!"''
-->-- '''[[https://bulbapedia.bulbagarden.net/wiki/Obedience Disobedience]]''', as seen in the ''Franchise/{{Pokemon}}'' games

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->''"Slaking ->''"SLAKING is loafing around!"''
-->-- '''[[https://bulbapedia.bulbagarden.net/wiki/Obedience Disobedience]]''', as seen '''Slaking''''s Truant ability in the ''Franchise/{{Pokemon}}'' games
action, ''VideoGame/PokemonRubyAndSapphire''
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->''"Slaking is loafing around!"''
-->-- '''[[https://bulbapedia.bulbagarden.net/wiki/Obedience Disobedience]]''', as seen in the ''Franchise/{{Pokemon}}'' games
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* ''VideoGame/FireEmblemEngage'': The Emblem of Rivals contains [[VideoGame/FireEmblemThreeHouses the spirits of Edelgard, Dimitri and Claude.]] Their "Friendly Rivalry" skill causes the Emblem to randomly switch between them every turn, so you have no control over which is currently active.

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* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes be tested to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.

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* ''TabletopGame/ArsMagica'': ''TabletopGame/ArsMagica'':
**
Characters can be given have scores in various Personality Traits, which can sometimes be tested to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.wishes, especially when powers like EmotionControl are involved.
** Verditius magi are so prone to InsufferableGenius that they gain a [[{{Pride}} Hubris]] score, which can sometimes force a test to act in ways that would conflict with their ego.
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* ''TabletopGame/{{Pathfinder}}'': Mediums gain PowersViaPossession by spirits. Some actions give their channeled spirit additional influence over them; if they reach 5 influence points, the spirit takes over their body for the rest of the day.
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* At one point in the InteractiveComic ''Webcomic/RubyQuest'', Ruby is instructed to greet a character, but instead [[spoiler:pushes him over a railing to his death. This is revealed to be a flashback from the days of the Cure slowly driving everyone AxCrazy]].

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* At one point in the InteractiveComic ''Webcomic/RubyQuest'', Ruby is instructed to greet a character, but instead [[spoiler:pushes him over a railing to his death. death]]. This is revealed to be a [[spoiler:a flashback from the days of the Cure slowly driving everyone AxCrazy]].
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** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.

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** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain for cover and shoot at the nearest enemy (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.
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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/TiberianDawn early]] [[VideoGame/RedAlert games]] (''especially'') since the AI doesn't suffer from it as much:

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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/TiberianDawn [[VideoGame/CommandAndConquerTiberianDawn early]] [[VideoGame/RedAlert [[VideoGame/CommandAndConquerRedAlert games]] (''especially'') since the AI doesn't suffer from it as much:
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* In ''LightNovel/NoGameNoLife'', like in ''Literature/HarryPotter'' the chess pieces used in the match between Blank and Kurami have wills of their own, as Shiro is unable to sacrifice one of her pieces when the piece refuses her order. Sora, however, manages to turn this to his advantage by convincing Kurami's pieces to turn to his side, and when Kurami uses magic to compel her pieces to kill their enemies, her king ends up being assassinated by one of the other pieces.

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* In ''LightNovel/NoGameNoLife'', ''Literature/NoGameNoLife'', like in ''Literature/HarryPotter'' the chess pieces used in the match between Blank and Kurami have wills of their own, as Shiro is unable to sacrifice one of her pieces when the piece refuses her order. Sora, however, manages to turn this to his advantage by convincing Kurami's pieces to turn to his side, and when Kurami uses magic to compel her pieces to kill their enemies, her king ends up being assassinated by one of the other pieces.
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not a trope


* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and [[ThisIndexTouchesItself if you tell him to fap,]] he will say, "Now's not the time for that!".

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* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and [[ThisIndexTouchesItself if you tell him to fap,]] fap, he will say, "Now's not the time for that!".
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* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and if you tell him to fap, he will say, "Now's not the time for that!".

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* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and [[ThisIndexTouchesItself if you tell him to fap, fap,]] he will say, "Now's not the time for that!".
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* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and if you tell him to [[ADateWithRosiePalms fap]], he will say, "Now's not the time for that!".

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* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and if you tell him to [[ADateWithRosiePalms fap]], fap, he will say, "Now's not the time for that!".

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* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw on a related roll to increase the chance of failure or add extra consequences for failure, representing the character's darker impulses taking over.

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* ''TabletopGame/TheOneRing'': ''TabletopGame/TheOneRing'':
**
[[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw on a related roll to increase the chance of failure or add extra consequences for failure, representing the character's darker impulses taking over.over.
** A character who [[AbilityDepletionPenalty runs out of Hope points]] is emotionally exhausted and must flee any conflict or struggle until they regain a point.
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*** If you lose concentration on the Conjure Elemental spell, the summoned {{Elemental|Embodiment}} does not disappear, but becomes hostile to you and takes whatever actions it chooses.

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*** If you lose concentration on the Conjure Elemental or Conjure Fey spell, the summoned {{Elemental|Embodiment}} does not disappear, but becomes hostile to you and takes whatever actions it chooses.
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Bonus Boss was renamed by TRS


** Yojimbo is an Aeon whose moves depend on how much you pay him per turn (among other factors like letting him fall in battle or summoning then dismissing him), with his ultimate move being a OneHitKill against everything and everyone, including the BonusBoss. While he won't outright refuse to attack, he'll use a much weaker attack if he deems your offering insufficient, including sending his dog at the enemy instead of using his blades.

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** Yojimbo is an Aeon whose moves depend on how much you pay him per turn (among other factors like letting him fall in battle or summoning then dismissing him), with his ultimate move being a OneHitKill against everything and everyone, including the BonusBoss.{{Superboss}}. While he won't outright refuse to attack, he'll use a much weaker attack if he deems your offering insufficient, including sending his dog at the enemy instead of using his blades.


** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition AD&D 1st Edition]]: The Cavalier [[ClassAndLevelSystem character class]], introduced in ''Unearthed Arcana'', is required to [[AttackAttackAttack charge the enemy full-speed]] in a specific order of preference (starting with powerful monsters and ending with peasants), ignoring all other considerations.

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** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition [[TabletopGame/AdvancedDungeonsAndDragons1stEdition AD&D 1st Edition]]: The Cavalier [[ClassAndLevelSystem character class]], introduced in ''Unearthed Arcana'', is required to [[AttackAttackAttack charge the enemy full-speed]] in a specific order of preference (starting with powerful monsters and ending with peasants), ignoring all other considerations.
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** In ''VideoGame/PokemonScarletAndViolet'', any Pokemon caught or traded for at a level higher than 20 won't obey unless you have at least one gym badge, with increasing numbers of gym badges guaranteeing obedience at higher levels, with collecting all 8 ensuring that all your Pokemon up to the game's LevelCap of 100 will obey. This is to prevent the player from making a beeline to the areas with the highest-level wild Pokemon to catch one (as the game is open-world), and then streamrolling the rest of the game with it.

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