Creature Stalking (Game Mechanics)

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Game Mechanics

When a creature, npc or player reaches within a range of 128 meters, creatures with stalking behavior will have a chance to chase after potential targets. Stalking behavior is not necessarily actual detection but resembles real-world hunter-prey where the hunting animal is following the scent of the potential prey, although not necessarily having spotted the prey item yet. The goal of stalking is to get the creature within awareness and detection range of the target. When a creature When a creature is stalking a target, it will move to the target's position where it was first spotted. If the target is not at that position when the creature arrives, the creature will pause and search again for the targets current location. If the target is still within 128 meters then the creature will continue pursuing. If the target is not within 128 meters then the creature will return to its original position where it initiated the stalking behavior at. If the target however, remains at the position then the creature will initiate normal awareness and detection routines and will potentially become aggressive against the target. Novice rangers are given the innate ability to detect when they are being stalked by a creature. Players with the mask scent and camouflage abilities can prevent creatures from initiating stalking behavior simply by having the ability in use prior to coming within stalking range. Players may also use these abilities to stop a creature that is currently stalking them. If the player moves away from their current location then the creature will simply move to that location and then will lose interest and move back to its original starting position when it initiated the stalking behavior. If the player remains however, then they will be subject to normal awareness and detection rules.


Target's with mask scent or camouflage counter this behavior and stalking behavior cannot be initiated by creatures against targets with these effects up.


here's my latest test run...

server: TestCenter. your results may vary.

SOLO: the pets, droids, and vehicles were all in the datapad, and not in the field (group aggro can confuse the data). no other players were in the region.

skillmods: +34 total maskscent, of which +25 was working (note: I can confirm that the +25 is working on top of the +100 base FOR THE TIMER TO RE-APPLY, and FOR THE DURATION. the efficacy is really too soft to test well). I had jawa beer on me, but wasn't consuming it.

targets: shaupaut hunters. they're stalkers, and I've had problems with them before.

technique and results:

/peace. walk, unmasked, into range of stalking. get 2 messages, maskscent, get one MORE message. server/client lag (happened on two seperate occasions)? walk about 15 meters from masking point. wait.

mob ran to my former position, stood around a bit, and went back to what it was doing.

I circled a bit, dropped maskscent, and picked up more stalker messages. masked again. stood there.

mob ran to my position, stood around for a second, and attacked.

STILL /PEACE'd, no weapon equipped, no damage dealt to the mob, I ran away. the mob dropped aggro (~100m or so?) and went back to the original spawn location.

returned to spawn location, mask was still active, no stalker messages, no damage to previous aggro... at about 30-40 meters it immediately began attacking me.

conclusions:

mobs can aggro through maskscent if they've previously detected/aggro'd you (this seems odd to me, since usually /peace and no damage inflicted will keep re-aggro from happening).

mobs can follow a stalk to aggro through a maskscent.

maskscent will break the trail of a stalker IF you move from the last detected location.

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