Retreat option

welsh

Junkmaster
I think there should be some kind of retreat option for some encounters.

Someone below pointed out that the single rat is more likely to run than fight. But how many times did you encounter some human encounter where the smart thing for the encounter would have been to run. For instance a group of unarmed bandits with weak weapons (melee and a few pistols) encounter your group, and you've all go good armor, excellent weapons, etc. So they decide to take you on. But the smart thing for them would have been to run for it.
 
Or how about just improve the encounter system so you wouldn't encounter things that are horriably under-powered compared to you?
 
Enclave patrols and press gangs were the two groups I always wanted to avoid. Especially until well into the game. They should give you the option to retreat or die in those cases which would actually push you back on the world map quite a bit.
 
welsh said:
I think there should be some kind of retreat option for some encounters.

up-side = adds realism

down-side = detracts from gameplay

I think it'd get pretty GODDAMNED annoying when you can't get XP from encounters anymore because the damned bastards keep running away.

It's the same problem as Sawyer mentioned with special encounters returning forever and ever. If they just keep popping up, it becomes too easy to gain experience that way (like the deathclaw nest in Fo1).

Someone then pointed out that this made no sense for (Enclave) patrols. If a lot of patrols were killed, it'd be logical for the top people to send stronger patrols that way.

However, this would obviously hurt gameplay even more. There's a point where you have to sacrifice realism for gameplay, and I think "people mindlessely attacking you" partially classifies into this.

I suppose it depends on how you'd implement it. Hmmm...
 
I dunno, I think something along the lines of:

"You have come across a group of highwaymen."

6 highway men pop out, you are by yourself (I almost never take anyone with me... less people to worry about) and they have a couple knives, maybe an smg and a pistol.

You, however are in power armor, wielding a laser rifle with a power fist as backup. They're yelling stuff like "We're gonna cut you down, boy!" or "Hah Hah! Look who's traveling alone!"

First guy or second guy attacks, and you cut them in half with the first shot from the laser rifle and they all go "Holy shit, this guy's crazy!" and they turn tail.

Would make more sense if the groups of people would get cocky or underestimate you... then later re-evaluate the intelligence in attacking the guy with power armor and a laser rifle.

In my opinion, at least.
 
i say if their dumb enough to attack you, let them suffer. its great to walk around the wastes in power armor, get attacked and punch your enemies into submission (this works great w/ 'slayer').
 
Kharn, I see your point. There is a lot to be said for getting experience through encounters.

Also, desperate people will do desperate things. So perhaps a gang of highwaymen who aren't doing so well might try their luck with a powerful encounter.

But perhaps there is a way to modify the encounters attitude. A prostitute might go after you (in power armor and plasma rifle) if you say "fuck off bitch." But she might also think first something like- hmmm I have a knife and he has a plasma rifle and armor. Ok, I'm gone. Some people might just be bullied into submission or retreat.
 
True, true.

A balance between the two might work well. If you're more powerfull than a random encounter, they'll still attack you, because (let's face it) these people are not carrying uber-duber sensory equipment.

Also, they wouldn't be familiar with power armour or laser weaponry. They'd just poke fun at you and try to knock you over (Tin Man Special Encounter, anyone?)

That said, Vandori makes a good point. Even if they do not flee at the sight of you (which would also be an option if you had, say, Marcus at one shoulder and Goris at the other), they might change their mind if you're ripping through them.

And animals, obviously, would almost always attack. As would super-mutants...

I suppose it COULD be managed...Wonder what'd it do to locations (as opposed to random encounters)
 
with all the talk of retreat, it sounds like a morality variable would have to be incorporated. Once a characters morality hits a certain level he would flee the scene. It would probably be factored by the chance of success the enemy has against you and it could be used with interesting additions.

And to avoid the problem in regular locations, which might get boring if all the enemies just retreated from you, perhaps if a leader for the enemies is present, the enemies stay, but will fight worse if their morale is low?
 
Typically most animals work on a flight or fight response. If they think they can win, or feel cornered they will likely fight. However if they feel overpowered they may flee.

In the case of wild dogs, wolves and the like, gunshots might be enough to scare them off. An example would be if a pack of wolves circled you, and you fired your .44 revolver into the air. The sound alone might be enough to scare them off.

However for something like a rad scorpion, deathclaw or other such large dangerous animal, they have much less to fear and know that they are at the top if not close to the top of the food chain.

Lilfyffedawg, I think you morale, right? Which would be "The state of the spirits of a person or group as exhibited by confidence, cheerfulness, discipline, and willingness to perform assigned tasks." according to the dictionary.

I think if you had a pack leader with a bunch of wolves he might dictate what the group did.

Specifically you would see caravans, slaver groups, mutant patrols, etc that IF they had a commander or boss around would probably end up being more coordinated and efficient in combat. However if you started cutting them down fast, no amount of leadership will keep most humans from fleeing.

Mutants are another story as they may be too stupid, proud or bloodthirsty to flee. Though you might see a few it would be rare.

An example of fleeing and morale would be in the Den in FO2.
You've got metzger and you're going to kill him (I always do.) but he has a lot of guys with him.

You come in guns blazing and Metzger would probably get everyone organized and behind cover fast enough to keep you back.

However, say you waltz in to his 'office' stand next to him, then unload two barrels from your shotgun into him... he flies backwards then Sulik lets loose a burst from an smg, killing another guy.

Metzger is dead and the group just lost another comrade, morale would take a big hit. Then considering there is almost no cover in his office save for a chair and a refridgerator, these guys might not see themselves having much of a chance.

The response? They all scatter, maybe a few taking pot shots but they try to find some protection.

Maybe then Metzger's right hand guy steps up to lead. You know, that guy you talk to when you come into his building. Yeah, so they suddenly are willing to fight again.

Now, the games already have a flee mechanism in them. If you hurt a guy enough, or cripple a limb plus inflict damage, most of the time they will run from you. But you usually have to hurt them seriously beforehand.
 
People flee in the other games if you hurt them enough or if they have so crappy weapons they wont be able to hurt you.
The throwing knife Ykusiawhatever always run away from me
 
if were talking a about realism people fighting with no hope should be the last of our worries.
eg. wearing a leather jacket can stop a bullet, a man can only walk in hezes and you nerver seem to go to the bathroom....
 
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