@shuro Original Fallout was brilliant in so many ways, including this one.
> the player wants their loot or at least revenge. Fleeing enemies provide less dopamine
As I said, ideally, enemies could drop and lose some loot while fleeing, and you should be able to give a chase, but it's on you whether you want to bother and live with possible consequences moving forward or not.
Most of the loot dropped in random encounters is just crap anyway, especially later in the game, as expected of raiders and highwaymen. Unless you're walking around in the vicinity of some high-tech faction, of course.
@drq I think quite often the loot is the problem. In many games the player is expected to loot. Also the player is expected to survive many encounters and this makes the player different from NPCs.
I mean the player has to survive ALL hostile NPCs in the game.
When you think about this situation it turns out that the player can't afford not to loot in many games. You meet a band of raiders in the wasteland, shootout happens and then they scatter. Maybe you'll catch one afterwards and the rest escape. You are spent resources and didn't get much. A few more encounters like that and you'll be drained.
In the real life you are equal to "NPCs" and you don't realistically expect to keep single-handedly surviving fight after fight.
So it is not just combat, it is the games themselves that will have to be changed. The question if people will like them like that :)
@drq I think quite often the loot is the problem. In many games the player is expected to loot. Also the player is expected to survive many encounters and this makes the player different from NPCs.
I mean the player has to survive ALL hostile NPCs in the game.
When you think about this situation it turns out that the player can't afford not to loot in many games. You meet a band of raiders in the wasteland, shootout happens and then they scatter. Maybe you'll catch one afterwards and the rest escape....