Hi,
so since animal AI is being prioritized, I was thinking of ideas on how to make hunting viable without some sort of AI abuse. Even now, if you hunt without using any tricks/abuses, it'll most likely get you killed since you can't fight these animals back, so hunting becomes useless for less developed characters. Ideally, hunting with the new animal AI would not be so gated by your stats, but would still require effort. For this to work we would need Tracking and Trapping.
Tracking
Once you hit an animal with an arrow they should run away (like they already do). Then you would have a skill called Tracking, which would tell you what general direction the animal went in. Once you finally track it down, you can shoot once more and the animal (if not yet killed) runs away again, same if you miss. Then you would have to track again.
Trapping
Simply put, make buildable traps that you can place on ground. Make them have their own inventory, just like the fireplace does. There you would be able to put different forageables/bait that would attract different animals in a certain radius. So for example putting in rabbit meat would attract foxes, and putting in chantrelles or carrots would attract rabbits. Once the animal triggers the trap, it would be stuck there for example 12 hour to 1 day. It would be alive so you would have to arrow it down, since it can fight back in melee range.
Quite possible that this was suggested already (at least in previous forum), but whatever. I feel like something has to be done with hunting as well, once the new animal AI is in.
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jorb
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Re: Tracking & Trapping
Traps would be nice, but we don't feel that we have the systems in place in terms of animal movement and persistence to make it meaningful yet.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
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-- Hieromonk Seraphim Rose
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Grable
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Re: Tracking & Trapping
What about more 'active' trapping? Place a trap on the ground then lure the animal in, just like you lure mouflons with clovers. I guess you could make it so that it takes some time before the animal approaches you and that there's a chance it might run away instead - in which case you would have to track it down.jorb wrote:Traps would be nice, but we don't feel that we have the systems in place in terms of animal movement and persistence to make it meaningful yet.
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cpt1silencer
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Re: Tracking & Trapping
well it would look strange if you copied the clover code into a trap, I mean its faster but w/e. don't know any animals that go for a trap if your standing their waving it in like an airplane.
This game really needs a great sword...
http://www.youtube.com/watch?v=Qacgb2b8LVU
http://www.youtube.com/watch?v=Qacgb2b8LVU
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LoLa
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Re: Tracking & Trapping
When might those systems be ready?jorb wrote:Traps would be nice, but we don't feel that we have the systems in place in terms of animal movement and persistence to make it meaningful yet.
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molenga
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Re: Tracking & Trapping
Probrably not this world.LoLa wrote:When might those systems be ready?jorb wrote:Traps would be nice, but we don't feel that we have the systems in place in terms of animal movement and persistence to make it meaningful yet.