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Morale
Posted: Wed Dec 26, 2012 5:59 am
by Twin Axes
Is it possible to implement a morale system? I remember the one from D&D Basic, where monsters had to roll for morale when the first one on their side dropped, and again when they'd lost half their number. It might add an interesting realism aspect: instead of every gang of kobolds fighting to the last kamikaze berserker, once they see where things are headed they might make a run for it. PCs could still get xp for defeating them, or maybe half for those who get away.
Re: Morale
Posted: Wed Dec 26, 2012 6:12 am
by Ithildur
Several ALFA1 servers had a morale check script in place for some kinds of critters (generally humanoids); very cool and amusing (and adds a sense that they're living creatures with vested interest in continuing breathing). Perhaps they can be stolen and implemented someday.
Re: Morale
Posted: Wed Dec 26, 2012 6:13 am
by Stormbring3r
Ithildur wrote:Several ALFA1 servers had a morale check script in place for some kinds of critters (generally humanoids); very cool and amusing (and adds a sense that they're living creatures with vested interest in breathing). Perhaps they can be stolen and implemented someday.
Getting tired of fighting dumb monsters? Wish your NPC's would do what they were told or at least what you wanted them to do? Looking for a village where the people are doing more than standing around? You've come to the right place because we at the Legends Labs have decided to add a couple of IQ points to your mobile objects, and we've done it in such a way as to make it easy for you to actually use. No more looking for obscure variable names or modifying scripts to make your NPC's do various things.
With a simple to use GUI you can make your creatures sneak around, break off an attack or even run away cowardly. Plus, you can have your villagers wander around, perform patrols, switch between day and night time postings and even have them go to sleep!
http://nwvault.ign.com/View.php?view=NW ... ail&id=109
Re: Morale
Posted: Wed Dec 26, 2012 12:03 pm
by Brokenbone
We have a morale script system which I believe is universally hated. Things that start to run away, change minds, then run, change minds, very comical easy kills. Oops. Some of the newer ace behavior scripts are better I bet, though I've not seen how animal or coward settings work in action.
Re: Morale
Posted: Mon Jan 07, 2013 11:33 pm
by Twin Axes
Any update on this? Yea or nay?