I’m tired of running into one of these bastards like a landmine, waiting silent, stealthy, as if it is their entire life goal to make mine a living hell.
Sure, if you have a shotgun, you can stop the bastards, but not everyone has a shotgun. I’d like some time to run.
A little “Mroo-roOo-Roo-Ku-Ku-Ree-Koo!” for the mooses perhaps.
For the bears, your standard roar sound, “Vrinsk! Vrinsk!” noise. This would give people time to know a bear is coming. Everyone knows what a bear sounds like.
Yeah, definitely feel like some strong odors should accompany some animals, even without smellovision. Perhaps even some animals that are so smelly they are extra nauseating to people with olfactory improvements.
How else would you do it? You could only track by scent strength. I suppose you just set a sensitivity scale and the scent value determines what message you get. “It smells of a strong odor.” And CBMs increase your sensitivity to the scale "You detect traces of " However if the strength of the scent crosses a threshold, it can cause nausea. Olfactory CBMs decrease this threshold at the same rate that they increase sensitivity.
Something else to keep in mind, scent dispersion is currently the #1 thing that slows down the game when passing turns rapidly (crafting, waiting, reading) and adding monster scents would scale that load with the number of different monster scents. 2 monster scents (say animal and zombie) would triple the overhead.
Eeh. Maybe just make it so when you contact a scent it doesn’t actually separate the scents it just checks the distance to the closest,“smelliest” thing around and then reports the message when you catch any scent?