Attack power and turning around...

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Jon Snow

Knight at Arms
I'm pretty sure this hasn't been suggested, but to be honest, I haven't searched because I'm about to leave the house and I'm liable to forget this. Sorry! :oops: Would it be possible to drastically reduce attack power after a certain turning speed and duration is reached? It always annoys me how enemies can follow someone with their weapon ready to strike, see that their target has been killed, and perform a snap 180 degree turn and **** you up just as you're about to pummel them. Obviously this ought to affect the player as well. No one's going to be at their most balanced or best prepared to strike after performing a lightning-quick turn. It's not the fact that they CAN hit you, it's that they can hit you and crack out a solid 30 or so damage. I guess the speed and duration of turn after which this comes into effect might require quite a lot of fine-tuning.
 
It's exactly the same as the behaviour the archers used to have where they could just switch targets in a split second and often did a 180 and shot you in the face in one smooth movement. This game's always had a bit of angle-trouble, the amount of times I've been injured by a back-swing. :smile:
 
This could be solved also by modifying the AI a bit. They always know if you're behind them. Change that and at least a part of the accidents will go away.
 
Ronan said:
This could be solved also by modifying the AI a bit. They always know if you're behind them. Change that and at least a part of the accidents will go away.
Yeah, I agree. I'm not sure whether this or modifying the AI would be the easier solution, though. I think giving the AI line-of-sight would probably be an absolute CPU-murderer of a proposition. But then, I guess there's some routine that tells them how to select their target already, and I'm sure that already takes into account their distance from the target, so I'm sure it could also take into account their orientation relative to the target as well.
 
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