- Nov 19, 2001
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While I've played games for ages, only recently I've been asking "why don't enemy's attack damage scale down as the enemy is injured?" IRL, if I'm badly wounded, chances are my strength and agility would be significantly diminished resulting in less powerful and damaging blows. In games, however, there is generally no correlation. This is most likely due to the notion of keeping the "fun" factor alive during battle.
I think a more interesting approach would be to have enemies start with a greater amount of hit points but as they become wounded their attack damage diminishes. I think a programmer could work this in such a way that the end result of damage delivered by an enemy by its life's end would be similar to current standards, but the progression during the fight would be more "realistic".
It may also change strategies. Most of the time, in a group of enemies, I beat down one until it is dead, knowing that if I don't, I will continue to receive the same amount of damage from that minion. However, if that enemy's attack damage decreased, I may let the wounded live for now and fight off a separate enemy that has now become more dangerous.
Thoughts?
I think a more interesting approach would be to have enemies start with a greater amount of hit points but as they become wounded their attack damage diminishes. I think a programmer could work this in such a way that the end result of damage delivered by an enemy by its life's end would be similar to current standards, but the progression during the fight would be more "realistic".
It may also change strategies. Most of the time, in a group of enemies, I beat down one until it is dead, knowing that if I don't, I will continue to receive the same amount of damage from that minion. However, if that enemy's attack damage decreased, I may let the wounded live for now and fight off a separate enemy that has now become more dangerous.
Thoughts?