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- Apr 19, 2018
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So I’ve gotten the idea to implement an enemy “surrender” mechanic in my current project, and I wanted to try talking out some of the system’s specifics here and get feedback. Here’s the basic idea:
1. When there is only one non-boss enemy left on the field, they will “surrender,” fade/collapse, and the battle will be won.
2. Players will get all of the normal rewards for an enemy which surrenders instead of being killed.
3. Some more dangerous non-boss enemies may not immediately surrender when they’re the last one standing. The player may have to reduce their HP below a certain threshold before they’ll give up. These enemies will usually be noticeably stronger than the others in their groups, and I’ll probably mark them in some way for players (a special indicator of some kind, distinct name/sprite coloration, etc.)
There are a few reasons I think this system could be beneficial to my game:
1. It saves the player’s time in battle. My project features significant automatic healing between fights, so the last potshots from the sole surviving enemy aren’t likely to be that impactful if the party’s already so close to victory.
2. It discourages extended stalling to heal the party (my version of “MP” resets between fights, so healing in battle is effectively free). Enemies are powerful, I have no stuns in my game, and most in-combat healing scales with missing HP, so trying to top off your party’s HP when two enemies are still alive won’t be very productive. I don’t mind if the player gets off an extra heal or two near the end of the battle, but I don’t want them stalling against a single crippled enemy just so they can heal up every scratch.
3. Integrating the concept more fully with my battle system could lead to new dynamics in fights, such as skills/states which interact with the Surrender mechanic or extra events that trigger if you let certain enemies live. I’m not actively planning anything for this yet (mostly for fear of feature creep), but I think the design space it opens up is interesting.
So a couple things I was wondering about:
How does the system sound as a whole? Anything I should add, or perhaps reconsider?
When exactly should lone enemies surrender? My battlers take turns based on their AGI and act immediately after a command is selected. Should the enemy wait to surrender until the next time it acts, regardless of when that is? Should it surrender the moment its last ally dies? Or should it just wait until the turn is over? I see some upsides and downsides to each of these, so I’d love to hear some other opinions.
Thanks for reading!
1. When there is only one non-boss enemy left on the field, they will “surrender,” fade/collapse, and the battle will be won.
2. Players will get all of the normal rewards for an enemy which surrenders instead of being killed.
3. Some more dangerous non-boss enemies may not immediately surrender when they’re the last one standing. The player may have to reduce their HP below a certain threshold before they’ll give up. These enemies will usually be noticeably stronger than the others in their groups, and I’ll probably mark them in some way for players (a special indicator of some kind, distinct name/sprite coloration, etc.)
There are a few reasons I think this system could be beneficial to my game:
1. It saves the player’s time in battle. My project features significant automatic healing between fights, so the last potshots from the sole surviving enemy aren’t likely to be that impactful if the party’s already so close to victory.
2. It discourages extended stalling to heal the party (my version of “MP” resets between fights, so healing in battle is effectively free). Enemies are powerful, I have no stuns in my game, and most in-combat healing scales with missing HP, so trying to top off your party’s HP when two enemies are still alive won’t be very productive. I don’t mind if the player gets off an extra heal or two near the end of the battle, but I don’t want them stalling against a single crippled enemy just so they can heal up every scratch.
3. Integrating the concept more fully with my battle system could lead to new dynamics in fights, such as skills/states which interact with the Surrender mechanic or extra events that trigger if you let certain enemies live. I’m not actively planning anything for this yet (mostly for fear of feature creep), but I think the design space it opens up is interesting.
So a couple things I was wondering about:
How does the system sound as a whole? Anything I should add, or perhaps reconsider?
When exactly should lone enemies surrender? My battlers take turns based on their AGI and act immediately after a command is selected. Should the enemy wait to surrender until the next time it acts, regardless of when that is? Should it surrender the moment its last ally dies? Or should it just wait until the turn is over? I see some upsides and downsides to each of these, so I’d love to hear some other opinions.
Thanks for reading!

