Jump to content

Enemies actually surrender.


GrayTank

Recommended Posts

Idea: after they surrender they (literally) drop their weapons and they ask you (in talk mode) to have mercy.

Answers:

-give me all your money or die

-run as fast as you can, you whimps!

-DIE bastard! / mercy is for the weak

 

if you choose to kill him the finishing animation starts and the others flee

 

Entering talk would disrupt combat and possibly kill you if multiple enemies are around.

Link to comment
Share on other sites

Bounties only occur if you attack innocents. If they're bandits or the like or they attacked unprovoked then you're in the clear to kill them. If you attacked an innocent person, chances are you're trying to kill them anyway.

 

Ex: Attack a Thalmor = bounty. Talk to Thalmor and have them attack you = okay to kill. Attack a bandit = no problem. Attack a farmer for no reason = bounty.

Link to comment
Share on other sites

I was mentioning the bounty because there are quests in Markarth following the Foresworn quest where you can get a bounty added. I remember at least one other time, but I just can't recall what it was. I also was thinking of the patrols. Specifically the patrols that have a prisoner. As I entered the present time line as a prisoner, my heart opens up to them and I feel its my duty to free them. I don't like to kill the governing patroll, but without doing so, I gain the bounty. If I was to beat them into submission, I still accomplish the goal and gain no bounty. I like the fact that they can put out contracts on me, have thugs, mercenaries and bounty hunters stalk me down. That is a little bit of realism I really enjoy.

 

 

 

All in all, I hope one of our wonderful modders takes this torch and runs with it.

 

 

 

I remember now, the Hammerfall soldiers always trying to get the Redgard women in the middle of the wilderness, on distant roads and bridges. Without killing all of them, you get a bounty. Where as, beating them down gives me the feeling and satisfaction that I'm helping another woman get away from these oppressors.

Edited by Brandy_123
Link to comment
Share on other sites

It would be kind of annoying if every single time you had to actually pick a dialogue option.

 

They should drop their weapon, sometimes drop money, and sometimes join you briefly. Or sometimes they just run away and do nothing.

Link to comment
Share on other sites

Will try true yield. But I think the most realistic and plausible behaviour would be:

 

 

AI checks if the NPC is alone and not within reasonable distance to scream for help to other NPC's friendly to the NPC.

 

- then -

 

IF friendlies to the NPC are nearby, the NPC backs off until no longer scared and resuming battle.

 

- or -

 

IF no friendlies to NPC are nearby OR friendlies to NPC are killed before the NPC recovers and resumes battle, the NPC kneels and announces they yield and lose their hostility flag. Whatever weapon is in their hand is thrown on the ground.

 

- then -

 

The AI does a level check, seeing if the NPC is no more than 5 levels below you, for follow-up fight or flight behaviour.

 

- then -

 

IF less than 5 levels below player, AI does a faction check. If faction = bandit, thieves guild member, cutpurse : continues to calculate the chance they trick you and pull off a surprise attack with 2.0x sneak damage. The higher their level compared to you, the more likely they will trick you. Trusting a bandit's yield is not without risk. Alternately, crime-tolerance behaviour may be of influence on their willingness to try and stab you while they yield.

 

- or -

 

IF they do not meet the dice roll or level & faction requirements (necromancers, mages, citizens won't try surprise/sneak attacks) they will run towards nearby NPC's who are friendly to them (bandits run to other bandits, citizens run to nearest guards).

 

- then -

 

IF no friendlies to the NPC are nearby, or are killed, they run along a road if available or otherwise in the opposite direction of the player and despawn when the distance between the player and NPC is more than a certain number.

 

- or -

 

IF the NPC lives in a town, they will run to their own house and lock the door. They will not come out before X days have passed and will remain indoors after that period until the players bounty is paid off.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...