AfterWorld Survival Forum
Discussions => Ideas and suggestions => Topic started by: Event "Janе" Horizon on March 18, 2014, 07:28:08 pm
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I feel the Mob Behavior when they are damaged is a bit predicable..
For creatures that do damage - there is only one single mode - attack by running straight to the player irrespective of creature health or creature category. This includes creatures that have ranged damage (e.g. Raiders).
Creatures should have different and several modes response depending on their category.
For example:
Raiders could run towards the player until they are in the Raiders firing range and then stop at that distance. If a player wants to get closer -the player needs to run to the Raider.
Molesaurs could have a random 'attack from behind' mode where the creature runs in an arc in an attempt to get behind the player.
Creatures should have random fight / flee responses.
For Example:
Raiders could have a chance of attempting to flee if their health falls below a certain point.
A wolf damaged, doesn't always attack - sometimes it flees. Forcing a player to chase it.
In addition, a creature never suffers after effects of a bullet / sword cut. You would think that a flesh & blood creature would have a chance of bleeding from the damage inflicted (which causes their health to drop until the wound stops bleeding). This change would be weapon dependent - swords having a better chance of causing bleeding wounds than a rifle.
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I agree that mob AI needs a fair amount of work to flesh out mob responses. Hopefully this is one of DL's goals already, but if not it definitely should be.