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Fleeing Enemies


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#26
Rorschachinstein

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MichaelStuart wrote...

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. 



Like Grunts from Halo running with their hands in the air?


If enemies fled EVERY single time I was about to finish them, I would be annoyed.

#27
MichaelStuart

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Rorschachinstein wrote...
If enemies fled EVERY single time I was about to finish them, I would be annoyed.


I agree that it shouldn't be every time, just enough random times to make combat feel less repetitive

#28
Shadow of Light Dragon

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Firky wrote...

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.


I remember levelling being quite random in the original. There was supposed to be some formula to when it happened besides what your XP was, but I can't remember how the remake handled it.

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


Hey...just carve up your fallen enemies and eat their remains. ^_^ Always remember, the mantra of cannibalism is YUM!

#29
Firky

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Bahahaha. That's either the best or the worst joke of all time. :D

#30
dazman

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fleeing enemies is a good idea but only restrict it to living enemies and some demons

#31
AkiKishi

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It's tough for field enemies to flee unless you remove them from the field in some manner. Otherwise you just shoot them as they run, or toss spells at them.
Older games never had them on the field, but rather as encounters.Makes it easier for them to get away.

I want a Trapinch pet to stop anyone getting away.

Modifié par BobSmith101, 28 avril 2012 - 06:39 .


#32
Zkyire

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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.

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  


The Assassin's Creed series handles this fairly well. Kill enough enemies, perform enough counters or disarms and the troops get scared and flee.

#33
PsychoBlonde

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I'm fine with fleeing enemies--even ones that aren't necessarily just bugging out. However, every class should get some abilities to prevent enemy movement, then.

It's make sense that after you did X amount of damage to them, they'd run off and try to get some buddies. (Which some are scripted to do.)

But as for it not being "realistic" . . . the whole friggin game isn't realistic. And how many times do you wipe your party during the course of the game? If you're fully willing to fight to the death, why is it so weird that the enemies are, too? Heck, sometimes I'll order my companions to fight to the death simply because I don't want to waste potions--they get better.)

Besides, 0 health doesn't necessarily mean "dead"--your companions aren't dead when they're at 0. Mine apparently just suddenly feel like a nap. Health is an abstraction.

As quickly as the corpses disappear in DA2, I think what happens is that when the enemies are tired of you kicking their ass, they hit the emergency button that detonates the blood pack in their clothes, then they fall over. The second you turn to a new target, they crawl the hell out of there, occasionally leaving behind a little pile of coins in the hopes that it will bribe you not to look around too closely.

It would explain why you "kill" more people than the entire population of the city during the course of the game. It's just the same 10 dudes over and over and over.

#34
In Exile

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A game that had a legitimate morale sidebar - overlaying with traditional RPG-like mechanics - would be quite a lot of fun to play. Which is why I really wouldn't get my hopes up with a feature like this in a DA game. This is the kind of feature - given how new it would be - where you'd have to legitimately build the game around it for it to be a worthwhile experience.

#35
HanErlik

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It would be sufficent for me even if enemies had been smart enough to think "Hey, this guy destroyed fifty of us in twenty seconds. It is really necessary to attack him as a sixth wave?" in DA2.

#36
Anvos

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Beyond the fact it would require another system to manage, with DA2's combat system you would just iceskate over to them in a couple seconds after you defeat their friends.