G
Guest
Guest
Archived from groups: alt.games.morrowind (More info?)
I've started working on the background scripts and planning the main
components of a mod that will replace the static fight ratings of
creatures with dynamic ones that respond to the player's actions and
appearance.
At this point, I have a good idea of what some of the provoking and
intimidating actions and conditions should be, and I am confident that
some of these conditions will add depth to gameplay.
However, I am *not* confident that the conditions I have worked out at
this point are all completely salient additions, and I cannot help but
feel there is an important action that I have left out -- in addition to
this, I am not sure of the amount by which my conditions affect the final
outcome (that is, the creature attacking or not attacking).
....And thus, I bring this matter to you all by posing this question: what
do you think should provoke a creature into attacking, or make it less
likely to attack, and how much should certain factors weigh into the
likelihood of a creature attacking? The following is a chart of the
things that, at this point, will factor into a creature's decision to
attack the PC, so that you may all see what I have so far -- note that all
of the conditions can be changed in-game or by modifying the plugin, so I
am looking only for what you think should be the _default_ conditions and
weightings, not individual preference:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Contributions to creature fight rating |
|-------------------------------------------------------|
| Individual tendency to attack | 10 |
| Per-region and season attack tendency | 40 |
| PC running directly past creature | 40 (1) |
| PC wounded | 1 (2) 1.2 (3) |
| PC fatigued | 0.5 (2) |
| PC attacking creature of same type | 40 |
| PC attacked by creature of same group | * |
| Creature has woken up PC | * |
| PC diseased / blighted | 25 |
| Creature blighted | 50 |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Penalties to creature fight rating |
|-------------------------------------------------------|
| Individual tendency to attack | 10 |
| Per-region and season attack tendency | 40 |
| Shield effect active on PC | 2.5 (2) |
| Armor equipped on PC | 2.5 (4) |
| PC weapon drawn | 20 |
| Creature diseased | 20 |
| Guards near / actor following PC | 30 |
| PC maximum fatigue | 0.25 (2) |
| PC has casted spell in area | 20 |
+--------------------------------------------+----------+
1: Specific to healthy Nix-Hound and Alit, along with all wolves
2: Per spell effect / percentage (for health and fatigue) / attribute
point
3: Multiplier for rating increase while PC is in area
4: Per piece of armor worn (using proportions; greaves, helm, boots,
&c. = 1); each piece of armor is multiplied by the armor class
(Light = 1, Medium = 2, Heavy = 3). For instance, if the PC is
wearing only a Steel helm and cuirass, the resulting penalty will be
37.5 -- 2.5 * ( [ 3 * 1 ] + [ 3 * 4 ] )
An asterisk indicates that the action will provoke an unconditional attack
--
Passion is inversely proportional to the amount of real
information available.
- Benford's Law of Controversy
I've started working on the background scripts and planning the main
components of a mod that will replace the static fight ratings of
creatures with dynamic ones that respond to the player's actions and
appearance.
At this point, I have a good idea of what some of the provoking and
intimidating actions and conditions should be, and I am confident that
some of these conditions will add depth to gameplay.
However, I am *not* confident that the conditions I have worked out at
this point are all completely salient additions, and I cannot help but
feel there is an important action that I have left out -- in addition to
this, I am not sure of the amount by which my conditions affect the final
outcome (that is, the creature attacking or not attacking).
....And thus, I bring this matter to you all by posing this question: what
do you think should provoke a creature into attacking, or make it less
likely to attack, and how much should certain factors weigh into the
likelihood of a creature attacking? The following is a chart of the
things that, at this point, will factor into a creature's decision to
attack the PC, so that you may all see what I have so far -- note that all
of the conditions can be changed in-game or by modifying the plugin, so I
am looking only for what you think should be the _default_ conditions and
weightings, not individual preference:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Contributions to creature fight rating |
|-------------------------------------------------------|
| Individual tendency to attack | 10 |
| Per-region and season attack tendency | 40 |
| PC running directly past creature | 40 (1) |
| PC wounded | 1 (2) 1.2 (3) |
| PC fatigued | 0.5 (2) |
| PC attacking creature of same type | 40 |
| PC attacked by creature of same group | * |
| Creature has woken up PC | * |
| PC diseased / blighted | 25 |
| Creature blighted | 50 |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Penalties to creature fight rating |
|-------------------------------------------------------|
| Individual tendency to attack | 10 |
| Per-region and season attack tendency | 40 |
| Shield effect active on PC | 2.5 (2) |
| Armor equipped on PC | 2.5 (4) |
| PC weapon drawn | 20 |
| Creature diseased | 20 |
| Guards near / actor following PC | 30 |
| PC maximum fatigue | 0.25 (2) |
| PC has casted spell in area | 20 |
+--------------------------------------------+----------+
1: Specific to healthy Nix-Hound and Alit, along with all wolves
2: Per spell effect / percentage (for health and fatigue) / attribute
point
3: Multiplier for rating increase while PC is in area
4: Per piece of armor worn (using proportions; greaves, helm, boots,
&c. = 1); each piece of armor is multiplied by the armor class
(Light = 1, Medium = 2, Heavy = 3). For instance, if the PC is
wearing only a Steel helm and cuirass, the resulting penalty will be
37.5 -- 2.5 * ( [ 3 * 1 ] + [ 3 * 4 ] )
An asterisk indicates that the action will provoke an unconditional attack
--
Passion is inversely proportional to the amount of real
information available.
- Benford's Law of Controversy