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Fleeing Enemies


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35 réponses à ce sujet

#1
MichaelStuart

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A suggestion I have for Dragon age 3, is for you to be able to end combat by making enemies flee from you.

In both Dragon age Origins and Dragon age 2 combat was only ended by killing all enemies.
There were cases were enemies would surrender, but none where their morale would break and they would run away from you.
I would kill their leaders, wipe out half their number, and beat them to a few points of health, but they still keep coming at me.
It's not just that they don't  flee, It's the suicidal overconfidence exhibited by most enemies. Almost every one I meet thinks their tougher than me. Only one or two takes in the fact that I have kill hoards of other enemies and think "this isn't worth dying for".

So I suggest something called a morale test.
When you kill a leader, kill 66% of enemies or damage most of their health, the game randomly haves that enemy run away from the player and leave the area (or have their fellows kill them for cowardice).
Some enemies would be immunes this, like bosses, undead, fanatics, really anything not scared of death.

I believe adding this will make combat more uncertain, which to me is better.

Also:if this is added. May I suggest that you have some enemies (like in boss fights), pertain to flee, only for them to attack you from behind.

Also:I would like to auto save before each fight. just asking  

#2
Guest_Avejajed_*

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I would also like an auto save before each fight. And one after any cutscenes, not before.

#3
brushyourteeth

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It is weird how even at like 2% health enemies will just keep on fighting you with gusto. Not just weird in DA, but weird in almost every game I've played.

Sometimes I think, "Son, I just lit you on FIRE!" but they just keep hacking away at me.

Although I'll admit I don't really want characters to flee from me no matter what. I enjoy killing every.single.one of them.

#4
Dakota Strider

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You should also have the option to end the battle by having your party flee. Fallen companions left behind, may have a percentage chance to have some equipment lost. But, that is not as harsh as having them dead, after beling abandoned.

#5
Tommyspa

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No fleeing, I need XP...Must kill.

#6
MichaelStuart

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Dakota Strider wrote...

You should also have the option to end the battle by having your party flee. Fallen companions left behind, may have a percentage chance to have some equipment lost. But, that is not as harsh as having them dead, after beling abandoned.


I would like this also, but I know I would just restart. Which is why I ask for a auto save

#7
MichaelStuart

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Tommyspa wrote...

No fleeing, I need XP...Must kill.


you would get xp for making them flee  

#8
uknowitbeb

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I think this would be a nice little feature if done sparingly, and in a logical way.

#9
Tommyspa

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MichaelStuart wrote...

Tommyspa wrote...

No fleeing, I need XP...Must kill.


you would get xp for making them flee  

Then yes! As long as I get a kossith BAMF to scare them away with his manliness.

#10
Shadow of Light Dragon

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brushyourteeth wrote...

It is weird how even at like 2% health enemies will just keep on fighting you with gusto. Not just weird in DA, but weird in almost every game I've played.


Such a mechanic does exist in some modern games. In Ultima IV, an older one, you couldn't win the game if you chased down every fleeing enemy and slaughtered it. You had to earn 'Honour' points, and the main way to do this was allow fleeing, non-evil creatures to escape once you'd sufficiently wounded them to cause them to flee. Gunning them down as they fled made you lose points, even if it got you loot and XP.

Edit: Your companions could also bug out if they were knocked to a low enough health.

Modifié par Shadow of Light Dragon, 25 avril 2012 - 04:14 .


#11
Dakota Strider

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Back when Bioware had the license to make AD&D games, they had access to a very complex, and well thought out system for morale for enemies fleeing, as well as your henchmen/companions. The computer would crunch all the numbers, almost instantly, and if you were winning heavily, your foes would start leaving a few at a time, and then stampede away in a rush. I may be remembering some previous AD&D licensed games, but it seems to me, that if you were getting your butt kicked, it was also possible your companions could decide to bail out on you too. Good times.

Anything that brings more realism to combat, enemies and allies making decisions that are logical, is always a good thing. I prefer battles to be harder, and not by just loading up the opponents with hitpoints. I prefer a smarter AI, and it would be great if the DA3 team would include ideas like this.

#12
the_one_54321

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I constantly intimidated enemies into giving up in DA:O. But I build my character to be good at that.

Darkspawn should never run. Their minds don't function that way.

Some of the thieves and mercs would give up once you beat the leader.

Other than that, yeah I think once in a while it would be a good thing to see them turn tail and run away.

#13
MichaelStuart

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I agree that it should also apply to companions

#14
Maria Caliban

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MichaelStuart wrote...

A suggestion I have for Dragon age 3, is for you to be able to end combat by making enemies flee from you.

Can you chase them down and eat them?

#15
MichaelStuart

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Maria Caliban wrote...

MichaelStuart wrote...

A suggestion I have for Dragon age 3, is for you to be able to end combat by making enemies flee from you.

Can you chase them down and eat them?


If you wanted

#16
Maria Caliban

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I approve.

#17
Shadow of Light Dragon

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And thus the specialisation quest for the Reaver was born!

#18
brushyourteeth

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Shadow of Light Dragon wrote...

brushyourteeth wrote...

It is weird how even at like 2% health enemies will just keep on fighting you with gusto. Not just weird in DA, but weird in almost every game I've played.


Such a mechanic does exist in some modern games. In Ultima IV, an older one, you couldn't win the game if you chased down every fleeing enemy and slaughtered it. You had to earn 'Honour' points, and the main way to do this was allow fleeing, non-evil creatures to escape once you'd sufficiently wounded them to cause them to flee. Gunning them down as they fled made you lose points, even if it got you loot and XP.

Edit: Your companions could also bug out if they were knocked to a low enough health.


That is really interesting! I've never had the pleasure of playing Ultima IV but I will definitely check it out. Thank you!Image IPB

#19
Shadow of Light Dragon

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You can get it for free via Good Old Games, if you're so inclined :)

Most of the Ultima games had a fleeing mechanic IIRC, but I think U4 was the only one where it mattered in the scheme of things.

#20
Firky

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I didn't imagine this, right? The fight in Origins with the werewolves. I went after Zatharian (?) first, killed him and the fight ended, even though there were *heaps* of good enemies left to fight. It's not precisely what the OP is about, but it just went to cutscene after Zatharian was down. Drove me nuts. (I'm sure it happened more than once in Origins.)

Also - woo Ultima IV. Also, I had no idea you needed honour points. Was there, like, one conversation somewhere about it? And Ultima V. I stole a whole bunch of food from farms which obliterated some value or other.

#21
MichaelStuart

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Firky wrote...

I didn't imagine this, right? The fight in Origins with the werewolves. I went after Zatharian (?) first, killed him and the fight ended, even though there were *heaps* of good enemies left to fight. It's not precisely what the OP is about, but it just went to cutscene after Zatharian was down. Drove me nuts. (I'm sure it happened more than once in Origins.)


That happened. some people did surrender and asked you not to kill them, but they never tried to run

#22
Shadow of Light Dragon

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No, you didn't imagine that, Firky :) All Zathrien's 'allies' were summoned creatures, mostly sylvans I think. It'd stand to reason that once he was down his magic over them would cease. There was another battle like this vs the slavers in the alienage. If you took down their blood mage boss (his name escapes me right now) it'd zip to a cutscene. Although in this quest, during the dialogue, you could opt to continue the fight, and thus still have to deal with the entire room.

re: Ultima IV, yeah, you have to earn points in all the Eight virtues :) There are hints about how for each of them in dialogue. Ultima V just had a blanket 'karma' system which, yeah, stealing totally destroyed. XD Winning the game didn't depend on your karma in U5, though you certainly wouldn't want to die if it was low...what level you were resurrected at was directly tied to the karma score.

#23
Dakota Strider

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Firky wrote...

I didn't imagine this, right? The fight in Origins with the werewolves. I went after Zatharian (?) first, killed him and the fight ended, even though there were *heaps* of good enemies left to fight. It's not precisely what the OP is about, but it just went to cutscene after Zatharian was down. Drove me nuts. (I'm sure it happened more than once in Origins.)

Also - woo Ultima IV. Also, I had no idea you needed honour points. Was there, like, one conversation somewhere about it? And Ultima V. I stole a whole bunch of food from farms which obliterated some value or other.


I think that you should receive more experience from winning a combat, than from killing each opponent.  In real life, it is much more desirable to cause your enemies to give up, rather than to fight to the death.  So if you can take out a leader, or do something to demoralize them, like decapitate one of their buddies with a single sword slash, or surround them, the enemy is likelier to give up.  This means that your side should take less casualties, and use up less resources.  Also, a captured enemy can give you benefits a dead one cannot, such as information.

This reminds me of another concept to the fleeing/surrendering enemies rule.  If you allow enemies to flee and surrender without killing them, or if you slaughter your enemies even if they stop fighting, you will gain a reputation.  This reputation might cause opponents to fight harder against you, if you never give the enemy quarter.  Or, if you gain a reputation of treating those that surrender well, enemies may be more likely to surrender to you, and they may not fight as hard, knowing that you will likely allow them to live, if they give up.

This reputation could only affect intelligent opponents of course.  Creatures like darkspawn and animals would not be affected.  Reputation may not transfer from one region to another, unless your character gains reknown throughout the land.  For example, dwarves in Ozammar, would probably have no idea what your character has done in Denerim.

Modifié par Dakota Strider, 25 avril 2012 - 05:02 .


#24
MichaelStuart

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Dakota Strider wrote...

I think that you should receive more experience from winning a combat, than from killing each opponent.  In real life, it is much more desirable to cause your enemies to give up, rather than to fight to the death.  So if you can take out a leader, or do something to demoralize them, like decapitate one of their buddies with a single sword slash, or surround them, the enemy is likelier to give up.  This means that your side should take less casualties, and use up less resources.  Also, a captured enemy can give you benefits a dead one cannot, such as information.

This reminds me of another concept to the fleeing/surrendering enemies rule.  If you allow enemies to flee and surrender without killing them, or if you slaughter your enemies even if they stop fighting, you will gain a reputation.  This reputation might cause opponents to fight harder against you, if you never give the enemy quarter.  Or, if you gain a reputation of treating those that surrender well, enemies may be more likely to surrender to you, and they may not fight as hard, knowing that you will likely allow them to live, if they give up.

This reputation could only affect intelligent opponents of course.  Creatures like darkspawn and animals would not be affected.  Reputation may not transfer from one region to another, unless your character gains reknown throughout the land.  For example, dwarves in Ozammar, would probably have no idea what your character has done in Denerim.


Wherever they put in fleeing enemies or not. I agree that reputation should have a effect outside of conversions. 

#25
Firky

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Shadow of Light Dragon wrote...
Winning the game didn't depend on your karma in U5, though you certainly wouldn't want to die if it was low...what level you were resurrected at was directly tied to the karma score.


I still can't finish my contemporary playthru of Ultima 5. I seem unable to rest for XP at all. Mind you, someone pointed out a bugfix I haven't tried yet.

Trying to complete that game *without* stealing food (and without XP) is nuts. (Obviously you can't without XP.)