Amuscaria wrote: ↑Mon Jan 30, 2023 9:50 pm
It sprints if the target is in line of sight, but walks when it loses sight after a bit. Not sure what sort of gameplay implications its gonna have.
Oooo, interesting! So I guess the main gameplay aspects I can think of is that alerting it from a different room or behind a wall or w/e keeps it less threatening and also its less of a threat when player runs away or hides from it.
Will it change the way the player plays? Well, if it's a dangerous or especially VERY dangerous enemy, say one that runs really fast and does lots of dmg in melee, it would actually make this line of sight stuff very, very interesting to play around imo! I'm thinking something like a Fleshpound/Scrake from Killing Floor game. Imagine using something like that as ambush in tight, winding corridors, adrenaline starts pumping and you want to gtfo of its sight lines quick before you die!
However, if it's an enemy on the tier of slightly more powerful pinky, which I think is how you described it, might not change the player's decision making much except in certain situations (low health panic, being surrounded/blocked, etc.), but tbh I still think little enemy quirks like this add flavor and variety nonetheless!
Alternatives to consider are something akin to adrenaline/energy levels, i.e. it runs until it gets tired and then walks, rinse and repeat; or a blood scent, i.e. when player takes dmg and/or hits a certain low health threshold, the hound starts to run instead of walk; or maybe some combination, i.e. it behaves exactly as you said, but when the player gets low on health, it sprints even when player isn't in sight, and if the player is both in sight and low on health, it sprints even faster. I know you didn't ask for any of these ideas haha, but I like your mod an awful lot, so couldn't help myself

Look forward to fighting these guys
