That’s interesting, as only intelligent monsters that know what ranged weapons are would try to dodge them.
By the way, does this mean that the player has now a dodge speed too against ranged weapons?[/quote]
Getting this realistic, creatures that are smart enough to avoid dangers, but do not know people well enough would not know what guns do until the first shot, and maybe not even then, would get progressively better at avoiding aim as their understanding of what the danger is gets better, until it maxes relative to their intelligence (and perception?)
Already I think this might be getting to involved, but since I’ve come this far:
My go to example for this is wolves. They would understand to avoid something slow like a thrown rock instinctively, but would either:
spoiler=Intelligent threat assessmentjump & pause at the first shot. In which case they are completely unknowing what a gun is, but if it hit them, or an ally, would put two and two together especially when the 2nd shot lands, making them either (a)skittish and flinching down at every shot or (b)prone to taking cover and running in serpentine patterns, whether towards or away from shooter.
(2)recognizing gun as the dangerous thing and trying to avoid its direction/ try to flank it perhaps having some pack members act as decoys up front, quickly darting into/out of cover, and making noise while others quietly flank around, sticking to cover as best they can until they are out of the weapon angle (in game this would simply be staying a ~‘greater’ distance from gun than ‘Decoys’ until target is well surrounded)
[/spoiler]
sigh intelligence in regards to guns creates too much variables. This would need to be simplified somehow if used.
anyhow, I think something like this would be the result and the grand scale, possibly with % chance on spawn for (a) or (b) based on creature type
(scrap spoiler, unfinished. Changed my mind once I started. I no longer like this breakdown so much)
(A N)= Guns unknown, generally (A)gressive towards human sized reatures
(A Y)= Guns known, generally (A)gressive towards human sized reatures
(B N)= Guns Unknown, Generally (B)ashfull towards human sized reatures
(B Y)=guns known, generally (B)ashfull towards human sized reatures
AKA - A= agressive b=bashfull Y=has encountered guns N= has (N)ot encountered guns before
(#-) = intelligence(& per?) lvl {rough outline of appropriate action}
#0 - A Y&N = Doesn’t care, only dodge chance is its gait and if it steps into a pothole/changes direction to get around an obstacle/terrain (EX:Brute)
#0 - B Y&N = Humans are predators! Run AWAY! (Ex:Squirrel)
#1 - A - Y&N = Gets angry at pain. Dam flies/not working parts (ex:moose)
#1 - B - Y&N = Scary bang! duck head(not a dodge just a flinch, but head shots that do not account for this will miss if projectile is slower than the noise)
#2 - A Y = Avoid being seen by humans, always ambush being seen is bad for health
A - N = What was that? Jump, Pause & assess, 2nd jump and run a short way, inspect ground for noisy snakes 3 50/50 run short distance or long
If hit: 1st shot- yelp & nip at point hit 2nd run away/ short distance 3rd just run away from area
A - Y = Avoid and ambush
#2 - B Y = avoid being seen, run away
B-N - pauses and looks at