Hunting: Think trees and Bleeding out

Started by O Negative, November 02, 2016, 02:08:45 PM

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O Negative

I've been thinking a lot about the hunting mechanic lately. As of now, animals either take the abuse or go full man hunter when they're injured. It would make more sense, to me at least, if most animals ran away when shot/injured. Not necessarily leave the map, because I'm sure people would cry all day about that. Maybe just giving them the RunRandom mental state on injury would be good?

On that note, your biggest loss when hunting herds of herbivores would be time. You'd have to chase your prey around until they bleed out (blood loss rate could be increased significantly for all pawns, in my opinion)

Open to other opinions on this, by the way.

Serenity

But please make blood disappear on its own on soft soil. Or it would be even more of a blood bath than it already is.

O Negative

The rate of blood "filth" being dropped can be adjusted according to the increase in bleeding rate, and fairly easily.

Honestly, I've never experienced much map blood in biomes other than the dessert and ice sheets.

A Space Ostrich

I'd love it if persistence hunting could become a thing, so I'm all over this suggestion. I'd have most animals run away when being attacked, with an exhausted state being applied to them after a short time in addition to the effects of blood loss. Exhausted would prevent the animal from moving, essentially dropping them to the ground just like the incapacitated state. This would be a decent way to mimic actual human hunting tactics. Chase the animal until it's exhausted assuming you didn't kill it before that point, then bring it down and drag it back home.

Bipedal movement is so energy efficient that the humans can chase down every other animal on Earth, regardless of speed, and the energy expended in doing so is minuscule compared to the energy that even a small animal would provide once eaten.