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Enemies that Heal

Posted: Thu Jun 28, 2012 1:30 pm
by nyktos
when you flee from battle...
Maybe the enemy heals 33% of its HP?
(@ 25% of the time)

this will make the enemies seem smarter,
and make hit & run tactics more difficult.

healing magnitude & frequency would be altered based on the difficulty of the enemy. also, when paired with enemy aggression...
The monsters will appear to really come to life.

I really hope to see factions used in the next version!
(coded but not yet implemented)

:D

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 4:29 pm
by Piggy the Slayer
I love this! But as a starter to AT with a lower level hero this could be demoralising.

Knocked off 1/3 of the monsters HP had to retreat.. now its just as strong as ever.

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 5:16 pm
by nyktos
right, i was saying to have the healing in measure with the enemies power...
so - not all enemies would heal, and early in the game - none at all.

don't start introducing this until the player has a good set of skills,
and the enemies are worth beating.

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 6:23 pm
by Sarumar
+1 nice one, how about if those monsters who can drop healing potions are able to use it too even in midle of battle... I also love to see monsters fleeing in battle...

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 6:28 pm
by Piggy the Slayer
They would all run away from you before a battle.

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 6:31 pm
by Ian
nyktos wrote:when you flee from battle...
Maybe the enemy heals 33% of its HP?
(@ 25% of the time)
I love your idea! This would be more realistic!
I would do something like this for every monster class:

- Humanoid: heals 15 hp every 6 seconds (healing potions) ;)
- Insect: heals 1 hp every 6 seconds
- Demon: heals 7 hp every 6 seconds
- Construct: heals 5 hp every 6 seconds
- Animal: heals 1 hp every 6 seconds
- Giant: heals 5 hp every 6 seconds
- Undead: heals 7 hp every 6 seconds
- Reptile: heals 3 hp every 6 seconds
- Ghost: heals 7 hp every 6 seconds
-Bosses should heal much more

In Crossglen, you fight at first some animals or insects. So, they should heal slowly.
If you travel to other areas, you often have to deal with demons, undeads... They should heal faster.
Or another suggestion: Monsters with low BC heal faster.

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 7:20 pm
by Sarumar
Piggy the Slayer wrote:They would all run away from you before a battle.
They may try.... :twisted:

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 10:09 pm
by Antison
+1
Great ideas guys, i love them all.

Re: Enemies that Heal

Posted: Thu Jun 28, 2012 10:53 pm
by Elyon
Wow great idea!!
Sarumar wrote:... I also love to see monsters fleeing in battle...
Hahaha cool idea.

Re: Enemies that Heal

Posted: Fri Jun 29, 2012 7:16 am
by OMGitsMe
nyktos wrote:when you flee from battle...
Maybe the enemy heals 33% of its HP?
(@ 25% of the time)

this will make the enemies seem smarter,
and make hit & run tactics more difficult.

healing magnitude & frequency would be altered based on the difficulty of the enemy. also, when paired with enemy aggression...
The monsters will appear to really come to life.

I really hope to see factions used in the next version!
(coded but not yet implemented)

:D
+1

I like this, though monsters almost never survive a first round from me .lol. The Allcephs (or however their spelled) do survive a round or two more than normal monsters, with their ability to recover HP.