Open Syclamoth opened 11 years ago
Also, ferocity in wolves similarly doesn't work very well. As it stands, wolves with a high ferocity are more effective than wolves with low ferocity in 100% of cases- this isn't an interesting variable because it will result in wolves who don't care about the player and who will just eat everything.
I'm currently implementing a 'caution' system for wolves. Fleeing from the player will be an entirely different state, triggered when the wolf feels uncomfortable with how much the player is looking at them (determined by distance from the player as well as the player's facing). The wolves have a temporary 'caution' value, which decreases over time, that is determines how quickly they run away from the player. Using the beacon will increase the caution level of all nearby wolves drastically.
I've changed it so that the more ferocious wolves get hungrier faster. With any luck this will add a balancing factor for it.
I agreed about the Ferocity number, but the Coward level for the sheep. What wrong with it exactly? make it more challenging in some case and easier in another case? or just that the sheep doesn't follow the player?
Also, a wolf with high Ferocity isn't always more effective than the rest. It also depends on its position and player position.
The problem with the Coward level thing is that it make the sheep inconsistent. A sheep with a randomly generated coward level of 0.95 will calm down in ten times the amount of time as a sheep with 0.2.
And no, all things being equal a wolf with a higher ferocity will always get what they want first- you shouldn't need to take the relative position of the player into account for this. It's not a useful inheritable characteristic.
What is the point of the randomised Cowardice level? All it seems to do is make the sheep wildly inconsistent and difficult to tweak. What benefit is it supposed to give?