Should weaker enemies realize your power on sight?

Post » Wed Sep 01, 2010 9:49 pm

First of all, i liked the whole idea that was prevalent on these forums a little while ago about NPC's getting scared and running away/begging for their life once you beat them up a little. I want to take that idea to the next level (or at least a different level). This idea would only work because of the more sensible level scaling in Skyrim.


Something i really liked from a Super Nintendo classic RPG favorite of mine "Earthbound", was that once you become powerful enough, lots of the enemies could sense your power and started running away from you

example from Earthbound:
-Ness (the main character) is low level, and gets attacked by low level "stray dogs", "crows", and "coil-snakes"
-Ness walks through a "dungeon" facing many difficult foes on the way to the end-dungeon-boss leveling up a couple times on the way.
-after Ness reaches the end and beats the boss, he levels up again and he gets endowed with a very powerful ability.
-after leaving the dungeon the "stray dogs", "crows", and "coil-snakes" now realize his higher level and new power, and run away on sight.

I would feel pretty powerful if, after defeating all the dragons and saving skyrim, simple bandits recognized me or noticed i was out of their league, and just ran off; if wolves and bears that once attacked me and caused me harm, now run away and clear the forest when i arrive; if cliff racers just stayed up in the air.

Omicron Zero
came up with pretty good stipulations for how something like this should work in TES.
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.

User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Wed Sep 01, 2010 1:10 pm

I don't think animals should but people should. A wolf will attack you whether you are fat or thin, strong or weak. A person will do a better job gauging your strength. But I don't think they should always automatically run like in Earthbound (damn that is a good game) either. I think a bandit would still try his luck, but after you hit him with a powerful attack there should be a chance he just decides to cut his losses and run.

Idk to what extreme it should go but I would like to see guards and bandits alike cower in fear if I somehow maxed all my skills or a bunch of them.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Wed Sep 01, 2010 2:31 pm

I endorse this idea.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Wed Sep 01, 2010 10:44 am

I don't think animals should but people should. A wolf will attack you whether you are fat or thin, strong or weak. A person will do a better job gauging your strength. But I don't think they should always automatically run like in Earthbound (damn that is a good game) either. I think a bandit would still try his luck, but after you hit him with a powerful attack there should be a chance he just decides to cut his losses and run.

Idk to what extreme it should go but I would like to see guards and bandits alike cower in fear if I somehow maxed all my skills or a bunch of them.

Yeah if it was entirely based on appearances i agree with you, but i feel for animals it should be due to an almost godly-demeanor you give off. Animals in fiction can often detect the presence of deities. that's kind of what i was thinking about, and thats what i think they were thinking about in Earthbound.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Wed Sep 01, 2010 11:45 am

People, yes, definetly. Currently it comes down to a simple aggression + disposition check, meaning that guy at the other end of the tavern armed to the teeth with no more than a wooden fork is more than happy to stand up to my heavily armoured battleaxe wielding Nord
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Wed Sep 01, 2010 7:07 pm

it should vary from npc to npc, as well as their current situation. Bandits and animals would be much more likely to flee than say insane cultists and guards.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Wed Sep 01, 2010 9:23 am

it should vary from npc to npc, as well as their current situation. Bandits and animals would be much more likely to flee than say insane cultists and guards.

yeah i agree that crazy people are crazy, and shouldn't be stopped by reason, and yeah, guards are supposed to be loyal to their country, and they should attack you no matter what if you are breaking the law.
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Wed Sep 01, 2010 5:28 pm

Yeah, they should run away or not attack. I shouldnt be fighting rats and mudcrabs at level 30.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Wed Sep 01, 2010 7:55 pm

Yeah, they should run away or not attack. I shouldnt be fighting rats and mudcrabs at level 30.

exactly, and they shouldn't disappear from the game-world a la Oblivion. This is a good way to fix that dilemma IMO.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Wed Sep 01, 2010 6:18 pm

No thanks, people do still have pride. I don't want a good fight to be hard to find after I spent hard time my character. Maybe 30 levels or so difference and only cowardly bandits/NPCs.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Sep 01, 2010 10:30 pm

yeah i agree that crazy people are crazy, and shouldn't be stopped by reason, and yeah, guards are supposed to be loyal to their country, and they should attack you no matter what if you are breaking the law.

Well I was going for more like they'd fall back if they took too many casualties, maybe pull off some sort of defensive formation. Guards are supposed to be prideful and confident in their suits of heavy armor, but not stupid.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Wed Sep 01, 2010 5:26 pm

This mechanic should exist but should be very randomized so the player can never predict 100% what or who will attack.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Wed Sep 01, 2010 12:59 pm

I love this idea! You hit the bandit he tries to flee your like "oh hell no" Arrow in the leg, bandit stumbles i sprint over and Finish him off.
Thats the kind of thing that make's you feel like you really are a Legend in the making.

Back on track. I agree for bandit's and highwaymen it should be your level that determines whether they flee but if there are enough of them they would be emboldened that is until you kill 2 or 3 at which point they resume their fleeing.
For Tougher enemies however it wont be fear that is inspired but respect, allowing you to hire them or allowing dialogue that would other wise impossible.

Of course the likely hood of this being implemented is very low but there' always modders!
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Wed Sep 01, 2010 10:42 am

Well I was going for more like they'd fall back if they took too many casualties, maybe pull off some sort of defensive formation. Guards are supposed to be prideful and confident in their suits of heavy armor, but not stupid.

yeah well i was just thinking about when a superior officer orders a guard to do something he shouldn't be like "no way man, that guys gonna kill me". but a system for calling back guards and having them reform, and having them send some light-calvery to ambush you ahead on your path (instead of the direct approach)... that would be awesome.

EDIT: also if the guards blocked the entrances/exits and bridges out of the city when you were spotted inside. wow, didn't even think about something like that. I'm getting off topic though, this merits another topic if its going to be discussed.
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Wed Sep 01, 2010 8:31 pm

Of course the likely hood of this being implemented is very low but there' always modders!

I think you only think this because it hasnt been discussed in any skyrim news. i think if Earthbound circa 1995 or something could have it, then Skyrim has a chance to have something very similar
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Wed Sep 01, 2010 10:37 am

How in the world does a dim-witted animal recognize your abilities from sight? Can you tell a strong tiger from a weak one on sight? Does it effect your decision to attack/run from the tiger?
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Thu Sep 02, 2010 12:16 am

How in the world does a dim-witted animal recognize your abilities from sight? Can you tell a strong tiger from a weak one on sight? Does it effect your decision to attack/run from the tiger?

yeah, if the tiger is big run away, if the tiger is a little cub you don't really have to worry about it... i don't know why i would attack it though.

some "dim-witted" animals can tell when there's gonna be a storm way before you can (unless your a meteorologist of some sort), and just like how they can feel a storm coming, they should feel me coming.
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Wed Sep 01, 2010 1:00 pm

I had to vote other.

To me, the lowest level creatures - the equivalent of mudcrabs and rats - should always attack you, no matter how annoying that is. Quite simply, they're too stupid to know better. For that matter, Goblins (or whatever similar thing might be in Skyrim) should probably always attack you, and for the same reason. But the mid-level creatures and such should be at least smart enough and/or wary enough to not attack you if you're clearly a threat. Wolves, dogs, low level bandits and highwaymen - that sort of thing.

And I suspect that Beth understands that and will do something at least of that nature. I noticed on my last playthrough of KotN (I'm not sure why I didn't notice before) that if you're wearing the Boots of the Crusader, rats and mudcrabs still attack you. I would presume that that's the logic behind that - that they're simply too stupid to know any better.
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Wed Sep 01, 2010 8:05 pm

Under most normal circumstances in real life a mountain lion won't attack an advlt male in real life, because they know that they most likely won't win. In Oblivion mountain lions are some tough bastards. Most mammals are smart enough to know when they can't take something, or the odds aren't in their favor. Of course, this should only be based on animals that are actually wary of humans because of physical appearance, not physical/magical skill. The game should reflect this.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Wed Sep 01, 2010 1:42 pm

Under most normal circumstances in real life a mountain lion won't attack an advlt male in real life, because they know that they most likely won't win. In Oblivion mountain lions are some tough bastards. Most mammals are smart enough to know when they can't take something, or the odds aren't in their favor. Of course, this should only be based on animals that are actually wary of humans because of physical appearance, not physical/magical skill. The game should reflect this.

Actually it depends on what part of the country you live in (for the us). In California, due to the fact that it's become illegal to shoot cougars for a while now, attacks have gone up a staggering amount.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Wed Sep 01, 2010 8:27 pm

Of course, this should only be based on animals that are actually wary of humans because of physical appearance, not physical/magical skill. The game should reflect this.

well... not "Of course" more like "in my opinion"... magical skill isn't really something we can relate to our notions of realism. maybe being an all-powerful mage would give off an aura that can be seen/felt by animals.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Thu Sep 02, 2010 1:12 am

well... not "Of course" more like "in my opinion"... magical skill isn't really something we can relate to our notions of realism. maybe being an all-powerful mage would give off an aura that can be seen/felt by animals.
Actually, it's only your opinion that it's not of course.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Wed Sep 01, 2010 9:13 pm

exactly, and they shouldn't disappear from the game-world a la Oblivion. This is a good way to fix that dilemma IMO.

They didn't, in Oblivion...

Anyway, I vote no. Personally, I think it would be annoying to have to be the evil murderer to get a decent amount of fighting after a certain level and I want enemies to put up some type of challenge instead of just running and leaving me without any attacks to block/ dodge or any reason to be cautious, at all.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Wed Sep 01, 2010 10:01 am

Actually, it's only your opinion that it's not of course.

well, what you said isn't fact... so it's an opinion. that's not an opinion that's a fact.
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Wed Sep 01, 2010 6:12 pm

Actually it depends on what part of the country you live in (for the us). In California, due to the fact that it's become illegal to shoot cougars for a while now, attacks have gone up a staggering amount.
I live in California, and while there have been a few mountain lion sightings in residential neighborhoods there haven't been any attacks in a few years that I'm aware of. And those were bicyclists that are thought to have triggered the cat's chase instinct. I think they were women too.

Edit. Just looked it up, one of the "attacks" was on a man who had a heart attack and the mountain got a lucky free meal.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Next

Return to V - Skyrim