Suggestion: Rabbit Hearing
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- Posts: 34
- Joined: Sun Oct 01, 2006 4:37 am
Suggestion: Rabbit Hearing
I have been playing Lugaru 1 extensivly as of late and have become very interested in lugaru 2 as the first game was absolutly incredable, anyway enough ass kissing.
I was reading through the game description just now on the Wolfire game website for lugaru 1 and i noticed the bit about
"..Or kill by stealth , but be very careful as to clean you blade after killing a wolf or it may smell blood. or step quitely when sneaking up on rabbits as they have acute sence of sound..."
or something to that effect anyway this gave me an idea.
In lugaru 2 instead of enemys just appearing on the minimap, perhaps Turner (or whoever it is you play) uses their acute sence of sound to detect enemys.
so that other "creatures" don't show up on the map unless they are making noise, those creatures that are merely walking can only be detected nearby on the minimap , however those running can be detected further and those fighting even further still.
Alternativly you could do away with minimap detection altogeather.
Try this on for size. you would only need one more key on the keyboard bound (which isn't too much to ask) but when this button is held down, turner stops what he's doing , is completely still and perks up his ears.
when in this "mode" you can "see" sound waves and where they are coming from the closer the enemy is the stronger the waves are and the louder the activity the more erractic the waves appear.
running would appears as a reletivly flat "wave" while combat would appear jagged.
Heres hoping you like the suggestion
I was reading through the game description just now on the Wolfire game website for lugaru 1 and i noticed the bit about
"..Or kill by stealth , but be very careful as to clean you blade after killing a wolf or it may smell blood. or step quitely when sneaking up on rabbits as they have acute sence of sound..."
or something to that effect anyway this gave me an idea.
In lugaru 2 instead of enemys just appearing on the minimap, perhaps Turner (or whoever it is you play) uses their acute sence of sound to detect enemys.
so that other "creatures" don't show up on the map unless they are making noise, those creatures that are merely walking can only be detected nearby on the minimap , however those running can be detected further and those fighting even further still.
Alternativly you could do away with minimap detection altogeather.
Try this on for size. you would only need one more key on the keyboard bound (which isn't too much to ask) but when this button is held down, turner stops what he's doing , is completely still and perks up his ears.
when in this "mode" you can "see" sound waves and where they are coming from the closer the enemy is the stronger the waves are and the louder the activity the more erractic the waves appear.
running would appears as a reletivly flat "wave" while combat would appear jagged.
Heres hoping you like the suggestion
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- Posts: 34
- Joined: Sun Oct 01, 2006 4:37 am
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- Gramps, Jr.
- Posts: 4297
- Joined: Mon Dec 05, 2005 12:14 am
- Location: New Zealand
I think that would only hurt his ears, not his eyes. Your eyes are protected enough inside your skull that damage not directly to it, shouldn't do that much harm. If you got hit in the eye somehow, then you wouldn't be able to see out of it for a while (because it'd hurt too much to open). But, If you just got kicked in the side of the head, your eyes should be fine, what would happen is that you'd be deaf for a little while. Your ears are much more susceptible to this kind of blunt damage.
Last edited by Zantalos on Thu Oct 05, 2006 6:19 pm, edited 2 times in total.