Should enemy's sense wether your winning or lossing the figh

Post » Tue Dec 28, 2010 5:39 am

They already had this in Oblivion/Fo3/NV. If an enemy detected the battle was lost, depending on their confidence (from cowardly to foolhardy) they would run away. I think a little more advanced AI in this area would be nice. But for the most part it's already there.
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Marina Leigh
 
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Post » Tue Dec 28, 2010 1:59 am

excerpt from the princess bride

Inigo
"kill me quickly"

Man in black
"id sooner destroy a stained glass window than an artist like yourself! but i cant have you following me either."
knocks him out with the pommel of his blade
"please understand i hold you in the highest respect"

mercy or death, thats what i want,
speaking of..anyone here play mount & blade..god i hope bethesda does...great game.
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Richard Thompson
 
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Post » Tue Dec 28, 2010 5:49 pm

Fleeing enemies are interesting.... the first few times. After a hundred times, that bandit tearing off through the ruins out of your range (if melee) and around a corner (ranged & spells), dragging you into more baddies, etc, just gets really tedious.
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Milad Hajipour
 
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Post » Tue Dec 28, 2010 6:49 am

Fleeing enemies are interesting.... the first few times. After a hundred times, that bandit tearing off through the ruins out of your range (if melee) and around a corner (ranged & spells), dragging you into more baddies, etc, just gets really tedious.

Well if I was being chased by a maniac who I didn't ever do anything rude towards (except threatining to kill him if he didn't give me all that he carried) I'd try and run towards a place were I knew some of my friends/gang members hang out hopping for help... also, you could just not follow 'em..
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Taylah Illies
 
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Post » Tue Dec 28, 2010 2:15 pm

It would make sense against certain types of enemies, human-type enemies specifically, but not against animals or most monsters. I've seen this incorporated into a couple of games that come to mind, with varying degrees of success.

1) In the S.T.A.L.K.E.R. series of shooters, many types of enemies will try to retreat - or at least evade combat briefly - as the player gained the upper hand. Unfortunately, it often became realistic when fighting multiple enemies, as severely injuring one in the group would sometimes cause all of them to retreat.

2) In some MMORPGs, enemies turn and run when their health gets below a certain point. It's not as sophisticated as what you're suggesting, but in Lord of the Rings Online for example, beating the snot out of certain enemies (a goblin, for example) causes them to retreat. Special attention would have to be paid to pathing issues though, especially in close quarters like caves or mines.

I'm all for the idea myself, but as with anything, it would need to be properly implemented and rigorously tested.



This has been done far further back than these even. Perfect Dark (That's N64) did this. If you disarmed an enemy and pointed your gun at them, they would cower and beg for their life. Some ran away after being wounded.
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glot
 
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Post » Tue Dec 28, 2010 10:28 am

Fleeing enemies are interesting.... the first few times. After a hundred times, that bandit tearing off through the ruins out of your range (if melee) and around a corner (ranged & spells), dragging you into more baddies, etc, just gets really tedious.

I would assume this time around that the ones who manage to escape will return with help.
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Rozlyn Robinson
 
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Post » Tue Dec 28, 2010 7:26 am

I would assume this time around that the ones who manage to escape will return with help.

Well... some people have no one to help 'em... in that case I would want 'em to A run off and never search for you... if they're to badly damaged then perhaps move into a town and become quiet and ordinary. B run off and attempt to ambush you as soon as they get a chance. or C get chased onto a cliff, looking down would reveal a river... looking the other way would reveal me running towards him with my axe... I'd want him to jump... and mostlikely die...
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Michelle Chau
 
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