#IDS

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tacit spear
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Injured Desperation System or IDS, (non-scripted triggered behavior.)

“Sometimes the most dangerous animal in the reserve…

Is the one you did didn’t finish.”

Wounded game whether it’s an elk or lion may experience a prolonged status of alert and perhaps a defensive posture.

A wolf might lose pack support, but also the pack might use it as bait if you failed to target the Alpha once you approach into the open.

Wounded game close to the edge of the map may enter a new behavioral state or perhaps even a saved adaptation in behavior, but also perhaps appearance.

“Your TAX may end up with a scarred muzzle.”

Once triggered, injured game might abandon long pursuit/evasion in favor of terrain related cover.

  • For instance, a predator class may ambush/charge if in close proximity as opposed to dropping warning calls, eye contact, and analysis from a distance depending upon its own level. - A legendary level may perhaps display more gall or a predator class may produce elongated gait while trying to flank, nautilus, or begin shadowing.

“At first, it keeps its distance, measuring.”

  • Hunter Tip: You are spotted.

As proximity closes, warning calls could shorten and potentially stop altogether.

[Cornered and injured quarry at less than 50% may commit.] - RGN that perhaps increases with adverse weather and/or low light condition whether by time of day or biome.

[ Some of these behaviors may have higher chance if the hunter is solo as opposed to accompanied and/or certain type/level of K-9 present. ]

“Weapon” identity, in relation to this mechanic:

High velocity projectiles trigger the typical flee that you would see.

Big bore and double rifles with deep, rolling report or a shotgun’s burp in hilly terrain may have a higher chance of provoking dominance or defensive behavior.

Subsonic projectiles (like the air rifle) would continue to contribute to delayed responses, confusion, and pronounced misdirected flee paths or defensive postures.