» Thu Sep 02, 2010 12:48 am
No one, not man, mer, beast, giant, dragon, or daedra should have knowledge of a character's level. Though I am still for the idea of having some enemies flee and/or not engage you in combat. So here's how I think it should work.
For 'People'(Civilized Races):
-First of all this should only apply to 'wild' enemies- like a roving group of bandits- and not quest-specific or 'nest' (in their hideout, etc) enemies.
-It could be applied in a different way to townspeople. I always find it strange when I walk up and brutally kill a guy in town and most people try to attack me, shouldn't some people run? Like, not just for guards, but for their lives.
-The major defining factor should be your Fame, Infamy, and 'Renown' (Fame + Infamy).
-The minor factor should be your [equipped] equipment.
-At an encounter the NPCs (henceforth referred to as Bandits) should preform a check to determine a Risk vs Reward type value.
--If your Fame and Renown are high as well as your equipment rating, the Bandits are not likely not attack.*
--If your Fame and Renown are high but your equipment rating is low, the Bandits are almost certain to leave you alone.*
--If your Fame and Renown are low as well as your equipment rating, the Bandits have a good chance of attacking.*
--If your Fame and Renown are low but your equipment rating is high, the Bandits are almost certain to attack.*
--*All Bandits should spawn with the chance for a random modifier. For example if they spawn as 'Desperate' then they will always attack, if they spawn as 'Cowardly' then they will only attack low/low types, etc.
--If your Infamy and Renown is high then there should be a chance that the Bandits will attempt to 'recruit' you (give you a Radiant Story type Quest to rob some people or something) or trade with you instead of attacking. (Basically they should be friendly- to a point anyway).
For Animals and [Unintelligent] Monsters:
-As far as animals, some should by default be more weary of humans.
-Unlike for 'People', aggressive animals should always attack. However they should still be able to flee.
-Weaker/Lone animals should be easily spooked by magic, Dragon Shouts, and a person fully garbed in threatening/inhuman armor**.
-After losing a certain amount of HP/Comrades even some stronger animals should have a percent chance to flee.
-Monsters should follow most of the same rules, but be more aggressive by default and have modifiers like the 'Bandits' above (Cowardly, Determind, etc.)
**Let's be honest, most people/creatures/life/everything should be near terrified of someone in a full suit of glowing, enchanted, Daedric Armor.