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I think the calls should also be a baseline for affinity and to solve the problem of people never using ingame chat and just using discord. Essentially groups will have affinity lowered and start to get heavily stressed out if they are in a group and aren't making calls, like how awkward it is when you're in a room with other people you don't know and no one is talking.
Solo players don't need this and it offers an actual strategy to playing solo.
(This idea wasn't mine and was made by WhyWatt awhile ago)
...But can you tell me the name of the Thread topic. I feel like you wrote it, and I'm missing it.
I think affinity, as we known it at least, is getting scraped. But I would like for it to be a thing, at least the idea of it.
I especially like there to be in-game communication via the calls. And no, for anyone else reading, going radio silence using telepathy via a third party system because you don't want to be heard is balance. Immerse yourselves.
Exactly! I play solo to not make noise. If I'm in a group, the only noise cancellation needs to come from when we're hunting or avoiding being hunted. This is so easy to signal via crouch or having an extra animation slapped in.
Edit:
But I took your suggestion from before. No reason to only give this to herbies.
At worst, I would just set a limit any mega herd/pack can get-even with players. The more players that get in, the more the AI might leave on its own.
It will take quite some effort, however. This not being intended as just a "dino simulator", I do hope they have the time/resources to implement at least something similar
Something like the AI will only attack certain species so long as they feel that they have sufficient numbers to take them on, or how big and powerful the aggressor is. All AI would fight back or flee from carnivores if they were personally being attacked.
In the wild, most herbivores will either make a stand and fight when faced with a predator, or they will scatter and flee. They also won't continue to bully the predator after it makes a kill, they will move away from the scene to try to ensure nobody else gets eaten. There should be a method that carnivores can use to attempt to startle the AI herd into scattering, at which point their reaction to being attacked will be running, and if they fail to make them scatter then the herbivores will stand their ground, protect their young, and 3 call the aggressor. If the predator is bold it will continue with the attack, if they don't think it is worth the risk they will back down.
So people in charge of herds should be able to order two types of moods in their herd, an alert mood, or a calm mood. In an alert mood, herbivores won't be taken by surprise nearly as easily, but there is a catch. When they are in alert mode, they aren't eating or drinking, they aren't resting to regain stamina or heal wounds, they are poised to run at a moments notice. The calm mood is the exact opposite. Herbivores are much more likely to be taken by surprise and scatter, but they are resting and healing, eating and drinking, caring for themselves. Thus, when a predator goes from a crouch to a sprint towards the herd while they are in calm mode, the herbivores will be much more likely to scatter, leaving the weak exposed and maybe even putting young animals at risk of being trampled.
The disadvantages and advantages are essential for this concept to work properly. Animals can't be healthy and also constantly be alert, because they can't eat or drink or heal while they are alert. They can be calm, and heal and eat and drink, but then they won't spot carnivores coming. Thus staying alert for too long will actually make herbivores more likely to be killed off than if they are only alert when the herd leader thinks they need to be.
This gives responsibility to the player in charge of the herd. They have to ensure that while they and their herd get food and water, they also have to be on look out for carnivores, so if they spot one, they can call for their herd to be in alert mode. This makes stealth and going unseen integral to hunting tactics, and will also encourage hunting at night so that the players can't see the predators coming.
This would simulate a more realistic predator/prey relationship. Smaller predators that require numbers and stamina to take down larger prey would have a better chance at making a kill on both players and AI. A pack of Utahraptors wants to hunt some parasaurs, but there are many of them. Fortunately, they are relaxed and calm. The raptors stalk the herd for some time, getting into the right positions. Finally they charge out. The parasaurs panic and scatter, fleeing in all directions and exposing their young. The Utahraptors pick out a weak animal and jump onto it, slashing its hide with their talons. The animal succumbs to its wounds and the raptors feast. In the distance, the herd has regathered and are now very much alert and wary, but unwilling to approach the carnivores. Another attack on the herd is for now impossible for the raptors or any other predator, but the herbivores won't directly attack the pack unless they attempt another hunt on them while they are alert.
If a herd is scattered by a predator, the herd leader will also have a chance to rally their herd to them, alert this time, before much damage is done. If they can't rally all of them, they may become lost or eaten.
Aquatic predators like deinosuchus would have a slightly greater surprise advantage when attacking from the water. It would be difficult to spot them, and if an animal is by the water, it is likely drinking and thus, not in alert mode. The croc can then charge out of the water, grab the herbivore, and kill it while the rest of the herd scatters and is not attempting to aid their unfortunate friend.
There should also only be a limited number of herds with a limited number of animals in any given area. If there are too many herds, then territorial fights will break out. This will stop too many herds from being near each other, all of them keeping an eye out for predators and triggering all the animals into becoming alert and ruining all predators hunts.
And lastly, it should take some time for the mode switches to come into full effect (10-30 seconds), so a predator has some time to reach the herd if it is spotted as it is making its charge by the herd leader and the leader calls for alertness.
A Trumpet raises the sun to reclaim its throne.
At the top of the hill, the silhoutte of a lone Parasaurolophus cast its lasting shadow over the valley.
With beady eyes brimming with passion, it cries "You may silence our lives, but you'll forever remember our Song!!"
Rex is trampled because collision is now a thing.
But yes, these AI are meant to have a Resolve Stat. They can be intimidated, enraged, and so on. It's effected by their and the players current well being.
The calm and alert mood would likely be extensions of the current calls. A 1 call would tell them to keep alert-"we might be moving, pay attention", a 2 call to soothe them afterwards without letting the entire map know where you are, a 3 call to identify the actual threat and push them into being highly aggressive-snap them out of being afraid, a 4 to retreat.
Like wise, a predator can spook a herd. I crouch towards a herd of maia as an allosaurus, ambush and 3 call into their midst-and this is multiplied with a pack. The AI freaks the ♥♥♥♥ out and scatters, allowing us to single out and kill it. Mean while, the player who's in charge of this herd has to spend time rallying what AI (s)he can and maybe then fight us off. Big difference if they saw us way in advance and raise the resolve of their AI.
This is exactly what the AI herds need for the player control to work.
Stress. Like resolve, this is also a factor in control of the herd. Basically it's what lowers resolve.
The more stressed the AI is, the harder it is to control and keep them in the herd.
Example, you're a Trile alpha, but, you mingle with my para. Us players are cool, but our species aren't the most tolerant of each other and our AI reflect this. The more stressed they get, the more likely they are to leave our herds. Big difference if I was a dibble, we'd be pretty tolerant in that case-hell, we could find and raise each others AI.
Basically, you want to mix herd/pack with other players, that's fine. But you miss all the benefits of AI that I mentioned.