@bold lodge I liked your idea about a Stress System.
I saw something similar on reddit yesterday and wrote this down on how it could be done, would love any feedback / discussion it.
Mix Packing Solution: The Stress/Panic System
In nature, when predators lurk near prey, it becomes a test of resolve. Healthy prey animals can hold their nerve, standing united as an impenetrable wall of muscle and horns, locking out any sign of weakness. However, older, sicker, younger, or inexperienced individuals may panic, creating opportunities for predators to exploit.
To replicate this dynamic in The Isle, I propose a Stress/Panic System. This system would calculate stress levels based on variables such as growth stage, diet, group composition, and the presence of predators. The longer predators remain nearby, the more stress prey animals accumulate, potentially triggering one of three responses: Fight, Flight, or Freeze.
Mechanics
**Fight**: Prey in optimal conditions (perfect diet, no debuffs) would resist panic and function as normal, maintaining composure and defending themselves effectively.
**Flight**: Stressed prey might experience reduced attack damage, increased maximum speed, or lash out randomly (similar to cannibal sickness).
**Freeze**: In severe cases, prey could suffer from disrupted vision, impairing their ability to respond to threats.
How It Solves Mix Packing
This system discourages mix packing by increasing stress levels for herbivores when in proximity to carnivores. Over time, the rising panic makes herbivores more vulnerable to external threats and less effective in supporting their carnivore allies. As a result, players are incentivized to group with their own species to maintain cohesion and survival.