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.





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