If you have ever been outside, chances are that you have seen a wild animal, such as a squirrel. Imagine the following scenario: You are walking outdoors, in some woods nearby your home, and come upon a squirrel. Perhaps you are hungry, perhaps you simply enjoy killing things, but you decide to attack it. How would the squirrel react? Have you ever tried to approach a squirrel? The conventional MUD paradigm suggests that the squirrel would try to fight you. How ridiculous! Our hunting mechanics try to model a more realistic way of handling animal interaction in the wilderness, where animals will generally adopt 'flight' over 'fight'.

Hunting Mechanics Edit

Comparison: Conventional MUDs and our Proposed System Edit

In conventional MUDs, hunting is done by wandering around until you see a mob in a room, then engaging it in melee combat. In my proposed system, mobs, or beasts, would not be simply wandering around the wilderness, they would need to be hunted using the hunt command.

Proposed System Edit

The hunt command would need to be used to initiate the process.  The player would have to remain silent and could not perform any actions while hunting, though this would be less restrictive at higher levels. Based on the terrain type, hunting skill, and other factors, an animal is discovered. This works similar to our other resources in that once a particular area has been hunted, it will take some time to regenerate.

Once a beast has been generated (or located, from the character's perspective) the player has a few seconds to catch it before it flees, disappearing from whence it came (not in a direction).

There are several ways of "catching" an animal, including:

  • Charge straight at it (almost always fails)
  • Corner it (your basic method, works sometimes)
  • Use a ranged weapon
  • Snare/Trap it (skill)
  • Ambush it
  • Paralysis / Freeze spell

Some actions may immediately alert the mob to your presence and it will flee before it might naturally. Actions might include speaking, for instance.

Once a beast is wounded or bleeding, it will not be able to flee to safety, though it may try to run away (in a direction), and can be followed.

See also Edit