Wildlife interactions and medical system
warbrand2
Join Date: 2010-12-13 Member: 75657Members
Ok I know things are in the basics right now but here are some ideas for wildlife interactions.
first off you are an alien creature on an alien world none of the creatures there know what you are, even if just wild animals they shouldn't just out right react and the players behavior should trigger behavioral responses in the creatures.
for example lets take the first hostile creatuer the stalker... think the players ineractions with the creatures should change how the creatures react.
for example when the player first enters the kelp forest the stalkers should not be hostile but should be observent of the player, the longer the player stays in an area the more likely the creatures are to approach them.
at this point two things can happen either they will "test" to see if the player is "safe" by bitting at them, this will for the first one only slightly harm the player but if the player doesn't defend or flea it will result in the creature out right attacking the player the next time they get near.
once the stalkers turn "hostile" the player can actually do 3 things.
either 1 flee constantly, which will cause the stalkers to actually start to stalk the player before attacking (changing creatures attack patter)
2, defend them selves, attacking but not killing the stalkers will actually lead to them avoiding you over time, as you prove to be not worth it. though this will have an unwanted side effect of every once and a while a stalker becoming quite hostile and chaising the player untill it or the player is dead, and this includes going through other areas.
or three feeding the things peepers... this would be the most complex option and only rarely will a creature have an option like this, but it is basicly taming.
for example lets say a stalker tests the player by biting them, but instead of fleeing or knifing the thing the player "hands" it a "dead" peeper, this will confuse the stalker allowing the player to flee as eats the peeper, but if the player stays the stalker will be less likely to attack if this is repeated enough times, the stalker will become "tame" and will follow and even protect the player while they are in the area.
for the final path some things would be needed, for example stalker bait (dead peepers) and tracking tags (small "dart gun" that allows player to track creatures).
each creature in turn would have different reactions to the player and depending on the players reactions determains how hostile the creature is.
some creature like the sandshark will always be hostile while others can eventally be trained to ingnore, run from or help the player.
the stalker of course would be the base of this as they would be the players version of a wolf, a creature that they can tame and eventaully outfit with gear to help them. (think things like dolphins.. keep in mind we have military trained dolphins in RL)
MEDICAL this is a big part of the player interactions as it can be very useful to the play and allow them to get even untamible creatures to be passive to them.
first of is basic medical and bleed out.
bleed out , some of the larger bitter creatures can puncture the players suit causing a bleed effect, this is a bad thing in two ways first the player will slowly lose health second blood in the water drawls larger predators, example a bite from a stalker may bring a sandshark looking for food.
basic medical
first off dealing with bleed out, this would be done with creepvine the player just needs two to make a bandage.
bandage
use1: curing bleed out on the player
use2: can be used on creatures like stalkers to "gain" trust, for this reason I would also suggest some creatures fight regularly.
other medical
first aid kit
use: heals 50% health, require creepvine, a airbladder, an acid mushroom, and metal tools.
special use
can be used on tamed creatures to heal them.
medical equipement would be highly usefull for extreamly hostile areas.
creature chart of interactions ideas
holefish/Peeper/Garryfish/Airsack/Boomerang/all food fish
can tame: NO
can cause flee: YEs (attack, or catch enough in an area)
Can cause extreme hostile: NO
can cause follow: Yes (drop salt and coral near them)
Floater
No on all
Jumper
Can tame: Yes (would require food)
tame info: can gather things for the player likes shiny
can cause flee: Yes (attack enough of them)
can cause hostile: NO
can cause follow: only tame
Gasopod
Can tame: NO
can cause flee: No
can cause hostile: YES
can cause follow: No
can cause ignore: YES (swim near for 30 seconds or something)
Rabbitray
Can tame:NO
can cause flee: YEs
can cause hostile: NO
can cause follow: Yes (drop coral disks near)
Crash
can tame: No
can cause flee: No
can cause extreme hostile: NO
can cause follow: NO
can cause ignore: YES (Swim through area enough times with out attacking even after being attacked)
Stalker
can tame: YES
tame info: when tamed will defend the player, think of like a dolphin, can tag creature and even train for "tricks"
how to tame: feed peeper meat
can cause flee: YES (knife enough of them)
can cause extrema hostile: YES (happens when they are scared of the player or player comes near a "nest")
Can cause ignore: Yes (feed live peepers)
SandShark
Can tame:NO
can cause flee: No
can cause extreme hostile: YES (be bleeding near one)
can cause ignore: NO
Boneshark
can tame: no
can cause flee: Yes (use the rifle on it 3 times, will flee)
can cause extream hostile: NO (is extreme hostile by default)
can cause ignore: NO
Mesmer
can tame: YES (feed a food fish to it)
tame info: will mesmerise other creatures, though will only do this for so long before returning to its normal "hostile" state.
can cause flee: NO
can cause extreme hostile: NO
can cause ignore: No
Jellyray
Can tame: No
can cause flee: No
can cuase hostile: No
can cause ingore: No
(useless info is useles)
conjector idea
reaper leviathen
Can tame: YES
how to tame: heal with med kits requires finding a heavily injured one... (maybe they fight each other)
tame info: will follow the players sub and will kill other hostile creatures once one is "tamed" it will always be pasive to the player even so much as to seek out the player when it is hurt for medical attention. though it will only follow the player for a short time after each healling.
Can cause flee: NO (to big to cause scared)
can cause extreme hostile: Yes (no clue how though)
can cause ignore: YES
Sorry for long post.
first off you are an alien creature on an alien world none of the creatures there know what you are, even if just wild animals they shouldn't just out right react and the players behavior should trigger behavioral responses in the creatures.
for example lets take the first hostile creatuer the stalker... think the players ineractions with the creatures should change how the creatures react.
for example when the player first enters the kelp forest the stalkers should not be hostile but should be observent of the player, the longer the player stays in an area the more likely the creatures are to approach them.
at this point two things can happen either they will "test" to see if the player is "safe" by bitting at them, this will for the first one only slightly harm the player but if the player doesn't defend or flea it will result in the creature out right attacking the player the next time they get near.
once the stalkers turn "hostile" the player can actually do 3 things.
either 1 flee constantly, which will cause the stalkers to actually start to stalk the player before attacking (changing creatures attack patter)
2, defend them selves, attacking but not killing the stalkers will actually lead to them avoiding you over time, as you prove to be not worth it. though this will have an unwanted side effect of every once and a while a stalker becoming quite hostile and chaising the player untill it or the player is dead, and this includes going through other areas.
or three feeding the things peepers... this would be the most complex option and only rarely will a creature have an option like this, but it is basicly taming.
for example lets say a stalker tests the player by biting them, but instead of fleeing or knifing the thing the player "hands" it a "dead" peeper, this will confuse the stalker allowing the player to flee as eats the peeper, but if the player stays the stalker will be less likely to attack if this is repeated enough times, the stalker will become "tame" and will follow and even protect the player while they are in the area.
for the final path some things would be needed, for example stalker bait (dead peepers) and tracking tags (small "dart gun" that allows player to track creatures).
each creature in turn would have different reactions to the player and depending on the players reactions determains how hostile the creature is.
some creature like the sandshark will always be hostile while others can eventally be trained to ingnore, run from or help the player.
the stalker of course would be the base of this as they would be the players version of a wolf, a creature that they can tame and eventaully outfit with gear to help them. (think things like dolphins.. keep in mind we have military trained dolphins in RL)
MEDICAL this is a big part of the player interactions as it can be very useful to the play and allow them to get even untamible creatures to be passive to them.
first of is basic medical and bleed out.
bleed out , some of the larger bitter creatures can puncture the players suit causing a bleed effect, this is a bad thing in two ways first the player will slowly lose health second blood in the water drawls larger predators, example a bite from a stalker may bring a sandshark looking for food.
basic medical
first off dealing with bleed out, this would be done with creepvine the player just needs two to make a bandage.
bandage
use1: curing bleed out on the player
use2: can be used on creatures like stalkers to "gain" trust, for this reason I would also suggest some creatures fight regularly.
other medical
first aid kit
use: heals 50% health, require creepvine, a airbladder, an acid mushroom, and metal tools.
special use
can be used on tamed creatures to heal them.
medical equipement would be highly usefull for extreamly hostile areas.
creature chart of interactions ideas
holefish/Peeper/Garryfish/Airsack/Boomerang/all food fish
can tame: NO
can cause flee: YEs (attack, or catch enough in an area)
Can cause extreme hostile: NO
can cause follow: Yes (drop salt and coral near them)
Floater
No on all
Jumper
Can tame: Yes (would require food)
tame info: can gather things for the player likes shiny
can cause flee: Yes (attack enough of them)
can cause hostile: NO
can cause follow: only tame
Gasopod
Can tame: NO
can cause flee: No
can cause hostile: YES
can cause follow: No
can cause ignore: YES (swim near for 30 seconds or something)
Rabbitray
Can tame:NO
can cause flee: YEs
can cause hostile: NO
can cause follow: Yes (drop coral disks near)
Crash
can tame: No
can cause flee: No
can cause extreme hostile: NO
can cause follow: NO
can cause ignore: YES (Swim through area enough times with out attacking even after being attacked)
Stalker
can tame: YES
tame info: when tamed will defend the player, think of like a dolphin, can tag creature and even train for "tricks"
how to tame: feed peeper meat
can cause flee: YES (knife enough of them)
can cause extrema hostile: YES (happens when they are scared of the player or player comes near a "nest")
Can cause ignore: Yes (feed live peepers)
SandShark
Can tame:NO
can cause flee: No
can cause extreme hostile: YES (be bleeding near one)
can cause ignore: NO
Boneshark
can tame: no
can cause flee: Yes (use the rifle on it 3 times, will flee)
can cause extream hostile: NO (is extreme hostile by default)
can cause ignore: NO
Mesmer
can tame: YES (feed a food fish to it)
tame info: will mesmerise other creatures, though will only do this for so long before returning to its normal "hostile" state.
can cause flee: NO
can cause extreme hostile: NO
can cause ignore: No
Jellyray
Can tame: No
can cause flee: No
can cuase hostile: No
can cause ingore: No
(useless info is useles)
conjector idea
reaper leviathen
Can tame: YES
how to tame: heal with med kits requires finding a heavily injured one... (maybe they fight each other)
tame info: will follow the players sub and will kill other hostile creatures once one is "tamed" it will always be pasive to the player even so much as to seek out the player when it is hurt for medical attention. though it will only follow the player for a short time after each healling.
Can cause flee: NO (to big to cause scared)
can cause extreme hostile: Yes (no clue how though)
can cause ignore: YES
Sorry for long post.
Comments
I rather they focus on new creatures. Hopefully bugger ones.
As for your medical suggestion +1000 to that
Also keep in mind WE do in RL have things like military trained dolphins and they are carnivores... though most fish are there isn't much "plant life" in the ocean.
also all creatures react different to a new species in an area. Take for example invasive animals, they are not natural to an area and creatures in the areas rarely know how to react to them, many creatures do learn over time like lizard that normal hide learning to run from fire ants.
the player is a new element in a large world, one that on a local scale can and probably will change things especially in the smarter creatures.
And it is safe to say the stalker is smart... cause I will not tell you how many times I have seen one pile scrap metal at a point.... ok 3 times and that is freaking cool even if it is just a rare and strange event. as they seem to "clean" their areas.