» Wed Feb 16, 2011 3:24 am
Other. There are significant benefits to doing some of each, as well as good reasons none are adequate.
For example, it would be good if spawns could be affected by plot events, which none of the options provides.
None of the options cover "making enemies exist in variety", so we wind up with cookie cutter rats, clone mudcrabs, and xeroxed nix hounds.
That said, there should be static spawns, dynamic leveled spawns, and regions where spawns scale differently than normal. Example: near cities should be 100% unleveled, but the spawns themselves could be dynamic (choose one creature from LL0SafeCitySolitude). Roads should likewise be generally safe: no Ogres on the road to kill NPCs unless story demands it. Once you get off the roads, to paths and trails, you should see stronger creatures and begin to see some scaling available. Distant places that have along walk time from civilization should be relatively static and high level. However, some enemies need to continue to gain some HP (nothing like the 30 HP a Goblin Warlord does) AND increase their stats a bit. They need NOT level 1-1 with the player (FO3 has this mechanic), they simply need to prevent the character from "achieving overwhelming mastery plus ten levels". Because remedying that has led us to werewolves that are stronger than a god and Super Mutant Overlords.
In short:
1. multiple variations of each creature (not all rats are level 1 weaklings. Some are slower and hit harder, some are level 2, 3, and even 5. Because there's always a dominant animal of a species...)
2. More lists of enemies. ("safe" lists, "dangerous" lists, rat lists, etc)
3. Not every list is scaled. Some spawn the same at all levels.
4. plateau scaling, so enemies are a challenge longer, but not forever. (Want to avoid an enemy being really hard -> really easy in 3 levels. extend it out so it takes 6 to 10 levels to go from barely able to kill it to kill three at once without healing)
5. make sure content isn't cakewalk material at high levels.
6. make sure enemies don't gain excessive HP (goblin warlords, SMOs, Albino scorpions...)