'Have mercy!'

Post » Fri Dec 31, 2010 1:11 am

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 ;)
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kirsty joanne hines
 
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Post » Fri Dec 31, 2010 6:13 am

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 ;)


Yes, if you are being attacked by 5 bandits and you kill 4 almost effortlessly, the last one should beg for his life/ get scared and run away.
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Solina971
 
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Post » Fri Dec 31, 2010 3:44 am

Yes, if you are being attacked by 5 bandits and you kill 4 almost effortlessly, the last one should beg for his life/ get scared and run away.


Thats exactly what im going for
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teeny
 
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Post » Thu Dec 30, 2010 9:15 pm

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 ;)
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John Moore
 
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Post » Thu Dec 30, 2010 10:48 pm

Sure why not. Maybe interacting with them would give you a couple of options

Good: Let them go.

Neutral: Take their equipment/Gold.
Make them fight for you. (they wouldnt be too strong)

Evil: Slaughter them, we know you want to.
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Bellismydesi
 
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Post » Thu Dec 30, 2010 7:30 pm

Its a great idea, other games have this as well like Halo. If you decimate a squad in Halo the grunts will start scattering off. Its a good feeling.
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Eilidh Brian
 
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Post » Thu Dec 30, 2010 11:04 pm

Thats exactly what im going for

and it only makes sense to add this. not only is it a good idea but it should be implemented. It would be very realistic and adds to immersion.

ALSO if you're a well known destroyer of dragons, and you hit a simple peasant, he should just cower and await death. He should be scared of you and not even hope for a chance to live if you are trying to kill him
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Theodore Walling
 
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Post » Thu Dec 30, 2010 8:37 pm

Well in OB some do tend to run away when they have no chance of killing you.
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sunny lovett
 
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Post » Fri Dec 31, 2010 12:07 am

I really like this idea. I think it would be awesome if you then see the guy you let live later in the game and even be able to talk to him and see if he was scared straight.
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Red Sauce
 
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Post » Thu Dec 30, 2010 8:34 pm

I really like this idea. I think it would be awesome if you then see the guy you let live later in the game and even be able to talk to him and see if he was scared straight.

LOL like a bandit that turned his life around. He gets an honest job as a lumberjack and he's getting married in frostfall.
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Charleigh Anderson
 
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Post » Thu Dec 30, 2010 9:56 pm

Exactly!
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Rachel Eloise Getoutofmyface
 
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Post » Fri Dec 31, 2010 7:50 am

Great idea dude, this must be done!
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TASTY TRACY
 
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Post » Fri Dec 31, 2010 4:58 am

LOL like a bandit that turned his life around. He gets an honest job as a lumberjack and he's getting married in frostfall.


That sure *would* give new definition to RAI where all your actions can have consequences. Just like the part where murdering someone might get relatives after you for revenge as Bethesda has stated, sparing a bandit might provide the bandit with a new goal in life as he signs up for guard duty in a nearby town to atone for his wickedness (after serving his sentence as criminal scum!). :P
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Logan Greenwood
 
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Post » Thu Dec 30, 2010 4:57 pm

This would be awesome. You could totally have bounty-hunter quests and such. The quest variety would be much greater.
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Justin Hankins
 
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Post » Fri Dec 31, 2010 12:29 am

This is the first poll I've seen where everybody said 'Yes.' Nice job
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Sammie LM
 
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Post » Thu Dec 30, 2010 9:47 pm

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

I think the key to this phenomena was that he included "even if it's not implemented in the game" to the poll question
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Melung Chan
 
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Post » Thu Dec 30, 2010 8:55 pm

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 ;)



I see what you mean, It would be annoying if they did that. Im sure bethesda would be able to think up something to prevent that from happening
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Carlitos Avila
 
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Post » Fri Dec 31, 2010 1:29 am

Agreeing with Feltzy. Kudos on the 100% positive feedback.
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sally R
 
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Post » Fri Dec 31, 2010 6:46 am

Very good ideas.
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R.I.P
 
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Post » Thu Dec 30, 2010 11:48 pm

awww we jinxed it... some hater voted no.
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Cat Haines
 
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Post » Fri Dec 31, 2010 9:13 am

OF course the King of Shu would curse us :P

Man i cant beeive someone voted no... someone better speak up why -.-
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Queen of Spades
 
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Post » Fri Dec 31, 2010 5:18 am

Well in OB some do tend to run away when they have no chance of killing you.

I kinda agree with you but what should happen is that after u spare a bandit and u take his armor or what everr, that u could run in to him again and he has his name should say (spared) bandit. And maybe if u spare him again then maybe he accomponies u?
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Ebou Suso
 
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Post » Fri Dec 31, 2010 12:04 am

I kinda agree with you but what should happen is that after u spare a bandit and u take his armor or what everr, that u could run in to him again and he has his name should say (spared) bandit. And maybe if u spare him again then maybe he accomponies u?


This is a good idea, but i like this idea better :

I really like this idea. I think it would be awesome if you then see the guy you let live later in the game and even be able to talk to him and see if he was scared straight.


LOL like a bandit that turned his life around. He gets an honest job as a lumberjack and he's getting married in frostfall.


That sure *would* give new definition to RAI where all your actions can have consequences. Just like the part where murdering someone might get relatives after you for revenge as Bethesda has stated, sparing a bandit might provide the bandit with a new goal in life as he signs up for guard duty in a nearby town to atone for his wickedness (after serving his sentence as criminal scum!). :P

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Darlene DIllow
 
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Post » Thu Dec 30, 2010 9:08 pm

if they can do it right yes
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Alexander Lee
 
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Post » Fri Dec 31, 2010 8:28 am

If they are dumb they attempt to run, if they are smart they'll beg for mercy and offer anything in return for their lives.... sounds good to me!

Edit: how about making it depend on their Intelligence what they will do? If they have a good intelligence they can figure after seeing you fight a bit how fast you run and then the higher the intelligence level the more gracefully they will beg. could also tell if you can shoot them with a ranged weapon or spell if they run

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 but also drop their weapons to make it clear to you they aren't fighting any more. 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.


something like that?

then if you meet someone with 40+ int and you've killed everyone who is still willing to fight, you will get dialogue options to bark at them or you can just walk away.

Then we could also make a mix of this, if 3 or more people with 50+ int get together and stop wanting to fight. one may shout "Run! he's a monster!" (something among those lines) and the 3 would all run in opposite directions thus making the player unable to kill every one of them.
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renee Duhamel
 
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