Page 2 of 2

Re: Enemies that Heal

Posted: Fri Jun 29, 2012 7:39 pm
by buddyCasino
Great idea. When I returned from Remgard once I fled a lot because I ran out of potions. Next time I went back I encountered many enemies with half or reduced health (Impressing depth of persistence). I sometimes flee in order to wait for actor conditions to expire.

A different approach: have no areas on maps that are out of reach of enemies. You may kill all the enemies and hide in a distant corner in order to regenerate some HP, but knowing that there is no way to be attacked in a certain spot shouldn't be possible.

Re: Enemies that Heal

Posted: Fri Jun 29, 2012 9:27 pm
by DarkSavant13
+1 Awesome ideas! +1 especially to Nyktos for having this idea. ;)

I never run, so this is all fine with me. :twisted:

I would also like to see fleeing monsters. It would get you into some sticky situations if it ran back into a group of it's friends and you followed. ;)

Re: Enemies that Heal

Posted: Sat Jun 30, 2012 2:16 am
by Pyrizzle
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
Great idea! I hope this gets added in the next update!