Other > Suggestions

Encounters, or: How I learned to stop worrying and love the Enclave

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Badger:
I hate encounters. Breathe deep, and say it with me. You do too. You know you do.

I consider all that time spent spawning and then dashing offscreen like a post-apocalyptic Benny Hill wasted. I think, in their current form, random encounters don't enhance the game at all - they're something to be avoided, grinded or farmed.

Encounter difficulty means nothing - if I have to head over to Navarro I'll just strip down to my undies and keep running into certain death until I get there. If I encounter a patrol, I wouldn't stand a chance anyway - I'd just get shot by Enclave murdervision, respawn, and do it all again. If the enemies aren't ranged, then all you have to do is run - regardless of RT or TB.

---

Edit - MY IDEA:

Let's say Encounters are divided into City/Desert/Cliffs, like it is now. Then divided into encounter levels 1-3, 4-7, 8-12, and so on. Low levels would encounter rats, ants, and a badly equipped raider or two. Mid-level would have small groups of marauders, slavers, molerats. High levels would encounter floaters and supermutants. Everybody is fighting things they should be able to handle - high levels don't have to fuck around with rats, low levels don't get destroyed by super mutant laser eyes.

I think you'd also be able to keep more of a handle on what gear people can easily obtain. If you're level 8, NPCs are wielding magnums and assault rifles and they're only gunning for you - no more NCR Army vs. Super Mutants to pick the remains.

Combined with Rat's handsome new encounter map style further down, I think we'd be onto something.

Handyman:
yeah cool, but duegons were suggested already

RavenousRat:

--- Quote from: Badger on April 17, 2011, 02:15:42 PM ---Encounter difficulty means nothing - if I have to head over to Navarro I'll just strip down to my undies and keep running into certain death until I get there. If I encounter a patrol, I wouldn't stand a chance anyway - I'd just get shot by Enclave murdervision, respawn, and do it all again.

--- End quote ---
If you need to get to Navarro, then you'll do that with a reason, not just to say "hello" to enclave guard and then go back. So this reason usually contain an item that you carry with you, which you can't put in your undies, so if you'll die you'll lose it.


--- Quote from: Badger on April 17, 2011, 02:15:42 PM ---If the enemies aren't ranged, then all you have to do is run - regardless of RT or TB.

--- End quote ---
I've used my talent in drawing and made an art:



Critters spawn in case of 1 vs 2 vs 3 encounters, players will be spawned at other side of map. This way it'll be impossible to run away from critters in RT, and may be you'll take some hits in TB. Of couse TB and RT encounter fleeing are very different. If make TB location leaving identical to RT (you can't leave encounter if last turn someone attacked you or you attacked someone, so you need to skip one turn without attack/being attacked and only on the next turn you can leave), then it'll be harder to leave encounters in TB too.

Edit:
Also incase of only one player in encouter, pack animals and NPCs shouldn't go berserk, but keep thier pray from escaping, by 50% of pack attacking target 30% of pack going on hexes between target and exit grid and 20% of pack attacking once and running on all other APs in direction of grid and then joining other 50% on the next turn, while other 20% from those 50% joining those 20%.
If there're more than 1 player on encounter, then if it's animal pack, they must choose the weakest one as food, if intelligent NPCs, then someone with better equipment on him and his hands (armor+weapon), because he's a threat.
Also incase of low HP, pack animals going into those 30%, and healthy animals replacing wounded, so healthy will be fighting, and wounded will be keeping pray from escaping.

Badger:

--- Quote from: RavenousRat on April 17, 2011, 02:37:54 PM ---I've used my talent in drawing and made an art:

--- End quote ---

I actually really like that - but it would require the game to throw encounters that the player has a chance of being able to handle. How difficult would it actually be to create a system that does that?

Let's say it was divided into City/Desert/Cliffs, like it is now. Then divided into encounter levels 1-3, 4-7, 8-12, and so on. Low levels would encounter rats, ants, and a badly equipped raider or two. Mid-level would have small groups of marauders, slavers, molerats. High levels would encounter floaters and supermutants. Everybody is fighting things they should be able to handle - high levels don't have to fuck around with rats, low levels don't get destroyed by super mutant laser eyes.

I think you'd also be able to keep more of a handle on what gear people can easily obtain. If you're level 8, NPCs are wielding magnums and assault rifles and they're only gunning for you - no more NCR Army vs. Super Mutants to pick the remains.

Surf:
It's often been said that level scaling is not wanted.

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