'Have mercy!'

Post » Fri Dec 31, 2010 4:26 am

lets say anyone below 40 int would run. anyone with 40+ int would consider your speed before running and then start crying loudly for mercy, 50+ they would also consider ranged capabilities before running and otherwise do the same, anyone with 60+ int would drop their weapons, back up slowly and then cower their heads and shout once for forgiveness. 70+ they would drop their weapons, back up a bit and kneel down on both their knees with their heads down (in a similar manner as the japanese do it) and stay calm while begging for their lives.


some people (even very intelligent people) would rather die in battle than kneel before their enemy.

EDIT: and in some cases it would be more intelligent to run
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Jon O
 
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Post » Thu Dec 30, 2010 9:00 pm

I think instead of it being based on intelligence, it should be based on the personality of your foe. I bet a Nord or Orc would be less likely to back down than other races
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GabiiE Liiziiouz
 
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Post » Fri Dec 31, 2010 6:26 am

It would add another dimension to the potential of the RAI concept; as long as the bandit in this scenario won't simply cower a bit or run away, then pick up his weapon and go all 'hahaha, you move like a pregnant cow' again. I was somewhat irritated with such behaviour in Fallout New Vegas as it had me chasing down the cowering enemies because they'd simply attack again after a short while.

So I'm all for such additional behaviour, provided they won't doubleback on their cowering/fleeing after a minute and resume the chase like nothing happened ;)

Yes that would make it totally stupid, probably the way it was implemented.
If they used an effect like a demoralize spell in Oblivion on beg for mercy the demoralize effect would just last some time, they could have solved it by making it a longer time effect like half an hour.

Enemies might also panic in Oblivion but only at low levels for some reason perhaps the courage is level scaled.
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Stephani Silva
 
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Post » Thu Dec 30, 2010 6:45 pm

I think instead of it being based on intelligence, it should be based on the personality of your foe. I bet a Nord or Orc would be less likely to back down than other races


Also, if your enemy is trying to avenge the death of their family member, then they won't back down and become your friend.
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Pat RiMsey
 
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Post » Thu Dec 30, 2010 10:55 pm

Im sure bethesda would be able to think up something to prevent that from happening


Maybe they add you to their personal faction, or get a stat change to make them as docile as normal NPCs? Something like this would make for an interesting level of character building. I'd personally probably spare them all every time. In Infamous I just gravitated towards the Hero side. (plus the powers were cooler. mid-air re-direct for the rockets? thank you very yes.) Something like this would make enemies seem more like actual people than the cannon fodder they are in most games.
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Jessica Lloyd
 
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Post » Thu Dec 30, 2010 9:35 pm

I think that it would be a good idea to be able to demorilize your enemies to the state that they are literally begging for thier life
Let me explain

You take on a group of 3 or more bandits or other human enemies, the last enemy (or 2 if a large amount of enemies) remaining drop or place thier weapons on the floor and beg for thier life by saying things like 'please, have mercy' or 'let me live and you'll never see me again'. Of course they wouldnt just stand there and say that they would maybe cower down a bit.

I say human enemies because I find it hard to imagine a troll, giant or any other creature doing this

yay or nay?



If you have any thoughts on how to improve this idea or if you have any objections, just comment below and I could put it into the original post if I think it would work well ;)

I say yay. Also SOME creatures should also have this option, or at least the option to yeild and flee. And to HOLD TO THAT DECISION. I think the simulation value fails when an enemy yeilds for five seconds, gets about ten feet away. . . then decides they can beat the person who just handed them their asses after all and turns around to start fighting again. I am willing to spare some of my foes, but NOT if you only intend to feint and then keep fighting to the death.
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Eileen Collinson
 
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Post » Fri Dec 31, 2010 11:03 am

Yes, but only if the guards dont go "u killed an innocent guy, and I know about it because I wasn't even there, now give me 100000000 dollars" that would svck.
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Margarita Diaz
 
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Post » Fri Dec 31, 2010 1:26 am

In my ideal TES at a high level when Im clearly very powerful, some enemies should try to surrender. Likewise if I'm a low level, some high level humans should show me mercy if their aggression level is below average.
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Mike Plumley
 
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Post » Fri Dec 31, 2010 5:35 am

Way of the Samurai system for the win! :rock:
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Mrs. Patton
 
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Post » Fri Dec 31, 2010 2:06 am

awww we jinxed it... some hater voted no.


Picture of the man in question:

:disguise:


Too cool to go with the flow
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Cedric Pearson
 
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Post » Fri Dec 31, 2010 11:17 am

Yes, it's a good idea. I've been posting it on various threads for over a month now. :dance:

Hahahaha....
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nath
 
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Post » Fri Dec 31, 2010 11:50 am

lol bandit asks for mercy and my char depending on which im playing's reaction would be:

assassin - "sure just dont let me see your ugly face again." guy starts to run. " then again that face is to ugly to let run around the country side" pulls out bow and fires a arrow into the back of his head.

warrior - "ummmmmmmmm no" decapitates

mage - laughs to himself and snaps fingers. bandit bursts into flames "mwahahahaha!!!!! dance puppet, dance!!!!"
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jenny goodwin
 
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Post » Fri Dec 31, 2010 7:24 am

"Have mercy"!

Sure, but... quid pro quo. I really need some serious motivation to quell blood lust. Boot licking will suffice.
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Charlie Ramsden
 
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Post » Fri Dec 31, 2010 9:58 am

This is the first poll I've seen where everybody said 'Yes.' Nice job

Everybody said yes in the trident thread, lol
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Harry Hearing
 
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Post » Fri Dec 31, 2010 6:31 am

Sadly. In a DB quest i would feel sorry for the victim and spare him (im quite forgiving)
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SWagg KId
 
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Post » Fri Dec 31, 2010 9:00 am

Well in both Morrowind and Oblivion some enemies tried to run away after some time, saying "this is hopeless" and things like that.
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Lalla Vu
 
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Post » Fri Dec 31, 2010 4:27 am

Well in both Morrowind and Oblivion some enemies tried to run away after some time, saying "this is hopeless" and things like that.

Yeah but i think the consensus here is that demoralization wasn't all it could be in Morrowind or Oblivion.
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Josh Dagreat
 
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Post » Fri Dec 31, 2010 4:48 am

I don't see why not. It is simply a cosmetic change to the effect, and would ad some immersion.
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Paula Ramos
 
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Post » Thu Dec 30, 2010 9:03 pm

if it isnt created/implemented in vanilla, it sure will get a mod ;)
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Roanne Bardsley
 
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Post » Fri Dec 31, 2010 9:52 am

im looking for a COD with swords and i dont think begging for mercy would fit in
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Hannah Barnard
 
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Post » Thu Dec 30, 2010 8:50 pm

That would be cool. And definitely would work with the "choices has consquences" idea. Or like in FO3, when you kept getting hunted by Talon Co. until you completely ransack their complex. The bandits will run away but then come back in greater numbers. Or have them run away in complete fear, as you turn around and throw an ax or hurl a fireball at them.
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Izzy Coleman
 
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Post » Fri Dec 31, 2010 3:18 am

yet another mod added feature that shouldve been in game in the first place
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Amy Siebenhaar
 
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Post » Thu Dec 30, 2010 11:35 pm

Yes, and each merciless kill grants you infamy points!
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Terry
 
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Post » Thu Dec 30, 2010 9:40 pm

Yes.

One of my most persistent complaints about RPGs is the sheer number of sentient beings my character is required to mow down, apparently without thought, consequence or -- more relevant to the thread -- any opportunity to let some of them live when my character's clearly overwhelmed them. Monsters might fight to the death, but most people will give up as soon as it's clear their current path ends with them being slashed in two by a claymore.

My heroes often have no reservations about cutting sentient beings to pieces (kill 'em all and let the gods sort them out), but I don't like it when RPGs assume that's the kind of character I'm playing; and confound the situation by making their NPC enemies utterly meaningless as characters - that is, psychotically brave and/or dangerously unwise.
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Lyndsey Bird
 
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Post » Fri Dec 31, 2010 1:11 am

Maybe the last one shouldn't throw their weapons before trying to talk to you, but I generally think it is a great idea and I myself have thought of this. It only makes sense that the opponents can "use the yield button" as we can. Perhaps if you get attacked by 5 bandits and kill 3 of them, hurt one really bad and then you could yourself say to him to stop fighting and take care of his wounded companion. In another scenario, the last one could simply yield himself and walk away with his companion if you let him. It could be a really good RAI thing as Militiades said, the bandits you saved could later on help you by suprise attack enemies later on to pay back their dept of you sparing their lives, or they could be the sort of back stabbing bandits that is stereotypical fantasy, they'd ambush you again but now with knowledge of your combat style.
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Rebecca Clare Smith
 
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