Enemies that Heal

Unstructured ideas, requests and suggestions for the development of the game.
User avatar
nyktos
VIP
Posts: 3463
Joined: Wed Sep 14, 2011 5:38 pm
android_version: 7.1 - Nougat
Location: Nor City, Dhayavar

Enemies that Heal

Post 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
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
Piggy the Slayer
Posts: 340
Joined: Mon Jul 11, 2011 1:49 pm
android_version: 2.3 - Gingerbread
Location: Remgard road

Re: Enemies that Heal

Post 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.
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
User avatar
nyktos
VIP
Posts: 3463
Joined: Wed Sep 14, 2011 5:38 pm
android_version: 7.1 - Nougat
Location: Nor City, Dhayavar

Re: Enemies that Heal

Post 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.
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
Sarumar
VIP
Posts: 3275
Joined: Sat May 07, 2011 4:36 pm
android_version: 4.1 - Jellybean
Location: www.hel.fi

Re: Enemies that Heal

Post 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...
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Piggy the Slayer
Posts: 340
Joined: Mon Jul 11, 2011 1:49 pm
android_version: 2.3 - Gingerbread
Location: Remgard road

Re: Enemies that Heal

Post by Piggy the Slayer »

They would all run away from you before a battle.
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
Ian
Posts: 395
Joined: Wed Nov 02, 2011 10:24 am
android_version: 4.2
Location: Germany and the world of AT :D

Re: Enemies that Heal

Post 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.
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
Sarumar
VIP
Posts: 3275
Joined: Sat May 07, 2011 4:36 pm
android_version: 4.1 - Jellybean
Location: www.hel.fi

Re: Enemies that Heal

Post by Sarumar »

Piggy the Slayer wrote:They would all run away from you before a battle.
They may try.... :twisted:
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
User avatar
Antison
Posts: 5265
Joined: Mon Mar 28, 2011 11:33 pm
android_version: 14 - Android 14
Location: A home without a beagle is just a house

Re: Enemies that Heal

Post by Antison »

+1
Great ideas guys, i love them all.
"A home without a beagle is just a house"
Elyon
Posts: 44
Joined: Tue Jun 19, 2012 9:37 pm
android_version: 2.3 - Gingerbread

Re: Enemies that Heal

Post by Elyon »

Wow great idea!!
Sarumar wrote:... I also love to see monsters fleeing in battle...
Hahaha cool idea.
OMGitsMe
Posts: 122
Joined: Mon Jun 11, 2012 12:33 am
android_version: 2.3 - Gingerbread

Re: Enemies that Heal

Post 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.
LVL: 56, HP: 77, EXP: 3140223, AP: 3/12
AC: 255%, AD: 51-65, C.HIT: 54, C.Multi: 3.0, ECC: 27%, BC:40%
RoLS: 2 RoL: 1 GoLF: 1 ShaF: 1 <~~~ Look at my tiny collection :D
The criticals come often, and hit HARD!
Post Reply