Sc0rax Posted November 12, 2011 Share Posted November 12, 2011 All of you know these situations. You get attacked by bandits, you kill each of them with one hit and the others keep attacking and dying like lemmings.How about we give them the opportunity to yield?Like, for example if they are almost dead after one second of combat. Or if they see comrades die by 1-hit.Yielding should make them drop all their weapons and belongings on the ground except for apparel. (ok maybe amulets and rings, too)But it should be confined to living, humanoid beings. In addition there could be something somewhere where they are able to start over, but thats optional. Link to comment Share on other sites More sharing options...
Dreezn Posted November 15, 2011 Share Posted November 15, 2011 I agree. There is a yield action already implemented in NPC's when they are almost out of health, but give them 4 seconds, and they just start attacking again.At least someone could change that behavior to start running away. As for NPC's anticipating combat success in group; I suspect that is a lot harder to do.If I'm not mistaken, there is no "squad" implementation that you see in some shooters, so I don't think individual NPC's are aware of how many NPC's are fighting alongside them, let alone how well they are doing.I could be wrong off course.... I even think having the whole bunch run away is not in favor of gameplay.Individual NPC's running would be enjoyable, and create a sense of accomplishment, but having a few run away would diminish the combat experience.I'd just go: "Crap, here they go again" and run after them. Still having a yield behavior implemented, to be overridden just seconds later seems a bit stupid, and quite frankly, dissapointing! Link to comment Share on other sites More sharing options...
kitsuneshoujo Posted November 15, 2011 Share Posted November 15, 2011 I would like this, but as in real life, some people are just TOO STUPID to know when to quit. So if this is possible make it so that theres like a 50/50 chance that they fight or flee. Or 40/60... something. One AI mechanic saw in Everquest 2 that was really cool, but I never saw in any other game was when you are higher level like 10 or so higher, the mobs will actually cower before you if you come at them. Of course if this was possible to mod into Skyrim, we would need to remove level scaling or something. Link to comment Share on other sites More sharing options...
CheeseN1P Posted November 15, 2011 Share Posted November 15, 2011 (edited) I think haveing them run away when they get to the allmost dead point, maybe emptying out their pockets onto the ground saying "take it" as they do so would be enough of a yield for me. plus then I get the satisfaction of chaseing them down. Alltho If you needed them for a quest kill, this could be very annoying. Edit: I before e except after C :rolleyes: Edited November 15, 2011 by CheeseN1P Link to comment Share on other sites More sharing options...
Dreezn Posted November 15, 2011 Share Posted November 15, 2011 I am by all means no modder, but do my fare share of programming. I presume the Radient AI system works by deciding the appropriate actions, on certain conditions at the appropriate times.So if there is a flee action, (because I saw NPC's flee before), It shouldn't be so hard to change the behavior. If there is no such action, an Intimidate spell (or similar) could be cast on the NPC behind the scenes to make him flee (although, that seems a bit harder to accomplish)I only fear this would be visual in the game. So a custom spell with no visual effects would have to be created. The spell's duration would have to be tweaked for a desired effect, because the NPC will return to attack if the spell wares off(although the same would be true for a flee action. I presume the npc would not keep on running for the rest of his life ^^) One could also think about changing the disposition toward the player, so the NPC is no longer hostile. This would effectively solve the above mentioned problem I've seen modders do insane stuff in Oblivion. Surely one of the geniuses around here can get this job done? Link to comment Share on other sites More sharing options...
Midicow Posted November 15, 2011 Share Posted November 15, 2011 Actually I'm pretty sure some Stormcloak made a crack about kitties to my khajiit and I shoved a mace into his face, and another stormcloak (not the maced one), fled a little while complaining about being routed or yielding or whatnot. Pretty sure they already do react to other friendly npcs getting bested to some minor degree.. the only problem is that they're coded to resume combat almost immediately. Link to comment Share on other sites More sharing options...
kitsuneshoujo Posted November 15, 2011 Share Posted November 15, 2011 I think they should have an aggro cooldown. Say you defeat his buddy and he gets scared and runs off. He wont come back for the rest of the day. If you go by that way again, he will attack and maybe with another buddy or four. Or maybe he would go hire some hitman. Thats how I think they should have done it, but I think that would be rather difficult. Link to comment Share on other sites More sharing options...
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