Samuel wrote:I have written some movement aggressiveness code:
- to attack monsters if possible rather then moving by
- to avoid combat if possible rather then attacking
- of course also a neutral setting
But Oskar didn't include it yet.
He wants to spare it for a skill instead of making it a movement setting.
Samuel thanks for taking the initiative to write that code even without it being a guaranteed implementation. I would love to have an option between "agressive/avoid/neutral" settings.
My feelings are you shouldn't need to level a skill to be more agressive, the game isn't based on random encounters, you can see where the enemies are, so purposefully engaging with them I don't think should be inhibited.
Of course, being able to sneak past enemies could be more challenging of an action, requiring a skill to boost performance.
How about being able to select your disposition (Aggressive/Neutral/Defensive) with neutral as the default. Then there could be a skill that increases the difference bet Agressive/Defensive and the default of Neutral?
i.e.
Neutral = No change to probability of starting battle
Aggressive = +10% Chance +1% per level of "Speed"
Defensive = -5% Chance -.5% per level of "Speed"
Either way I think Aggression should get boosted more than defensive. In my experience, playing more aggressive isn't used to abuse the system, it just relieves the frustration of running in circles. Having a sneaky/defensive actually makes the game "easier" since you can avoid deadly situations.
Another important trait is likelyhood of getting first strike. That could be put in the same skill, or as a separate skill.