Travel spawn incongruence
Bhryaen
Member Posts: 2,874
This request emerges from my discussion (now in the General forum) of how odd creature alliances are sometimes. I've decided not to pursue an entire world-encompassing creature faction rework, but I would still request this "feature" which involves a rework of the random system of auto-selection of creatures for the "waylaid by enemies" travel encounters.
Probably the worst instances of mixing together creatures that should otherwise be hostile to each other (but end up only hostile against you) poorly are the travel encounters. Sometimes the oddest assortments sometimes crop up. Once I had xvarts with their pet basilisk... Huh? Certainly weren't any petrified xvarts in that encounter, but Imoen didn't flee quite so fast when she was a statue. I mean, when would a xvart take on some huge creature as its pet...?... Uh... OK, bad example. But just consider the following list as a potential like-type grouping of creatures that would appear at a travel encounter. The travel encounter system could seriously use a rework so that enemies of different types no longer appear together in the first place, perhaps breaking down spawn groups to random selections from within these groups:
- wyverns, old and young
- spiders, ettercaps
- ghouls, ghasts, skeletons, zombies
- bandits, gnolls, hobgoblins, kobolds, Black Talon Elites
- ogres, ogrillons, ogre mages
- gibberlings and... more gibberlings?
- wild and war dogs, wolves
- bears and xvarts
Now, I know that HeroicSpur some people might say, hey, but it's such a great challenge to have creatures of ridiculously different tendencies and ecosystemmic bases and natural antagonism suddenly paired together to battle the party. (Well, he, I mean, they might not word it that way.) But, you see, with the groupings I listed above there is a nice mix of potential archers + melee or magic + melee... And besides, then you don't get creatures of ridiculously different tendencies and ecosystemmic bases and natural antagonism suddenly paired... Well, you get the point...
Probably the worst instances of mixing together creatures that should otherwise be hostile to each other (but end up only hostile against you) poorly are the travel encounters. Sometimes the oddest assortments sometimes crop up. Once I had xvarts with their pet basilisk... Huh? Certainly weren't any petrified xvarts in that encounter, but Imoen didn't flee quite so fast when she was a statue. I mean, when would a xvart take on some huge creature as its pet...?... Uh... OK, bad example. But just consider the following list as a potential like-type grouping of creatures that would appear at a travel encounter. The travel encounter system could seriously use a rework so that enemies of different types no longer appear together in the first place, perhaps breaking down spawn groups to random selections from within these groups:
- wyverns, old and young
- spiders, ettercaps
- ghouls, ghasts, skeletons, zombies
- bandits, gnolls, hobgoblins, kobolds, Black Talon Elites
- ogres, ogrillons, ogre mages
- gibberlings and... more gibberlings?
- wild and war dogs, wolves
- bears and xvarts
Now, I know that HeroicSpur some people might say, hey, but it's such a great challenge to have creatures of ridiculously different tendencies and ecosystemmic bases and natural antagonism suddenly paired together to battle the party. (Well, he, I mean, they might not word it that way.) But, you see, with the groupings I listed above there is a nice mix of potential archers + melee or magic + melee... And besides, then you don't get creatures of ridiculously different tendencies and ecosystemmic bases and natural antagonism suddenly paired... Well, you get the point...
Post edited by Bhryaen on
7
Comments
Generally though I don't think the combinations are too bad. I can imagine gibberlings would follow whatever brought them the most food, as would wardogs/ wolves. Considering that some of the ambushes are being coordinated against charname by a powerful organisation I dont think many of the combinations are too ridiculous.
As to your suggestions of other combos, yes, I could see dogs being trained to be with bandits. (Hard to know what a wild war dog actually is. Maybe something like a beam dog?) But aren't gibberlings supposed to be crazed beasts ever-voracious and untamable, particularly in the safety of the "pack?" And not to pick on xvarts- who would do such a thing anyway when picking on them isn't half as fun as Fireballing them?- but do they ever appear in the main screens in conjunction with anything but that blasted cave bear? Typically they do their own rascally thing. Yet suddenly in travel spawns there they are with everything else. Just saying- lots of BG background world consistency being undermined by the arbitrary spawn-scripting.
Hm, you may be right... I'll test it on vanilla BG1...
Just got combinations of:
Xvarts and ogrillons
Worgs and half-ogres
Wolves and dogs
Skeletons, ghouls, and *ahem* (undead-following) wolves...
Xvarts and gibberlings
Kobolds and wild (*ahem*) dogs
Ogre mage and (non-hostile) mountain bear
And that's not to mention ones that are notorious in BG1:
Bandits and gibberlings
Wyverns and giant spiders
Bassilisks and xvarts
We could presume a lot regarding wolves/ dogs being domesticated, but... It's a presumption, and with a name like "Wild Dog" it's hard to presume it domesticated. And how much time do ogrekin take in domesticating wolfkin?
It could use a little work...
Fair enough! I'm not sure what impact the BG2 engine has on BG1 random encounters, but I felt certain at the least it would cause out-of-depth encounters, like seeing ghasts in the first two levels. I agree that those combos are improper (although you could view them not as a team but as different enemy types that merely happen to be near each other... kinda improbable).
Increasing the beastiary would be good for giving the devs more choices when designing these encounters. It could be the simple dearth of enemy choices and the desire for variety in the encounters that lead to these. I get the distinct impression they were caught short for time with the BG1 development.