Dinosaurs Pack Behavior

Your Feature Request / Idea
I was going to add this to my Herding suggestion here:

https://forums.frontier.co.uk/showthread.php/448398-Herding

But i decided there were a few mechanics tacked onto it that might need it to be separate.

I would suggest that certain small carnivores, in my opinion raptors and deinonychus, set up an alpha the moment there is more than one of these animals in an enclosure, like in my herding suggestion. They would gravitate loosely around them, though perhaps more loosely than herbivores, and assume their general direction at times.

The real differences comes from the hunting methods. I think the current method of raptors and deinonychus hunting should be almost entirely scrapped. Small adjustments can be made for small herbivore hunting but i'll get to that.

Firstly, the pack should somehow communicate their combined hunger level to each other through code. If this combined hunger is low enough, then the alpha should trigger a pack hunt call, and with that, the pack hunt behavior. After she does this, the other raptors will quickly gather to her, and from this point on will very tightly assume her direction and gravitate towards her. This will persist until a kill is made.

The alpha will then pick a target, from the available animals in the enclosure. If we want to get deeper into this, the lower the "group hunger" the bigger the animal targeted should be, with the max being things like stegos and edmontos. For the purposes of this mechanic, dinos should have "Attach Nodes", 2 of these, one on each side for most. Some of the larger dinos i suggested could have 3 or 4. As the Alpha begins the chase, the pack will follow closely and all animals will attempt to jump onto these nodes. Not every jump should be successful, if the target moves out of the way quickly enough. If a jump is successful, the raptor will latch onto the prey and bite into it and use its hooked foot claws to claw at it. This will deal continuous health damage to the target. The more raptors on a creature, the more damage, naturally. When the prey reaches 1 or 0 health, it could either collapse or trigger a special kill animation, either way i think is fine. Then, the pack FEASTS! :D Oh and btw, the latch should be on a timer. The raptor should only be able to remain attached to a panicking animal for a small window of time, after which, if the animal does not die, it will fall of. If the animal dies, they should jump off, but maybe time it differently so it doesn't seem like every raptor jumps off at the same exact time like machines. If an animal falls off the target, then either it or another animal will attempt to re-attach to the target. If we get deep enough into this, if there are too many failed attempts and the animal does not die, the pack may instead choose to abandon the target and pick something weaker to kill. but that might be a bit much.

Now, when it comes to small herbivores, this would obviously not work cuz they're too small to be attached to. I would say that having the pack all chase the animal and attempt to jump on it (and i do mean chases here, not squaring up against each other like in a boxing match), with a successful jump triggering a kill animation, would work just fine. If it is possible however and time is available to go the extra mile, you could add some extra AI lines to the code that have the animals try to surround and cut off the small runner, for a more likely success at a pounce.

This one, due to the hunting mechanic is not particularly easy, and while desperately needed to make these animals REALLY stand out and breathe variety into the game, i can see it take a while, so it's probably alright if it's built over a longer period of time.

I want to point out that nothing except raptor-type animals (currently velociraptor and deinonichus, later maybe utahraptor if it's added) should be able to latch onto prey this way or pounce. They are the only ones who have the curved foot claws that allow them to latch and their legs were built for jumps. Other animals, if they at all have a pack hunting behavior, should not attempt hunting large herbivores and instead stick to small ones, which they should just try and tackle as they chase.

If we really want to diversify things, although personally i do not believe that dilos should have pack hunting, their spit, if landing successfully should disorient small herbivores and prevent them from running, allowing for an easy tackle and kill.
 
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Your Feature Request / Idea
I was going to add this to my Herding suggestion here:

https://forums.frontier.co.uk/showthread.php/448398-Herding

But i decided there were a few mechanics tacked onto it that might need it to be separate.

I would suggest that certain small carnivores, in my opinion raptors and deinonychus, set up an alpha the moment there is more than one of these animals in an enclosure, like in my herding suggestion. They would gravitate loosely around them, though perhaps more loosely than herbivores, and assume their general direction at times.

The real differences comes from the hunting methods. I think the current method of raptors and deinonychus hunting should be almost entirely scrapped. Small adjustments can be made for small herbivore hunting but i'll get to that.

Firstly, the pack should somehow communicate their combined hunger level to each other through code. If this combined hunger is low enough, then the alpha should trigger a pack hunt call, and with that, the pack hunt behavior. After she does this, the other raptors will quickly gather to her, and from this point on will very tightly assume her direction and gravitate towards her. This will persist until a kill is made.

The alpha will then pick a target, from the available animals in the enclosure. If we want to get deeper into this, the lower the "group hunger" the bigger the animal targeted should be, with the max being things like stegos and edmontos. For the purposes of this mechanic, dinos should have "Attach Nodes", 2 of these, one on each side for most. Some of the larger dinos i suggested could have 3 or 4. As the Alpha begins the chase, the pack will follow closely and all animals will attempt to jump onto these nodes. Not every jump should be successful, if the target moves out of the way quickly enough. If a jump is successful, the raptor will latch onto the prey and bite into it and use its hooked foot claws to claw at it. This will deal continuous health damage to the target. The more raptors on a creature, the more damage, naturally. When the prey reaches 1 or 0 health, it could either collapse or trigger a special kill animation, either way i think is fine. Then, the pack FEASTS! :D

Now, when it comes to small herbivores, this would obviously not work cuz they're too small to be attached to. I would say that having the pack all chase the animal and attempt to jump on it (and i do mean chases here, not squaring up against each other like in a boxing match), with a successful jump triggering a kill animation, would work just fine. If it is possible however and time is available to go the extra mile, you could add some extra AI lines to the code that have the animals try to surround and cut off the small runner, for a more likely success at a pounce.

This one, due to the hunting mechanic is not particularly easy, and while desperately needed to make these animals REALLY stand out and breathe variety into the game, i can see it take a while, so it's probably alright if it's built over a longer period of time.

I want to point out that nothing except raptor-type animals (currently velociraptor and deinonichus, later maybe utahraptor if it's added) should be able to latch onto prey this way or pounce. They are the only ones who have the curved foot claws that allow them to latch and their legs were built for jumps. Other animals, if they at all have a pack hunting behavior, should not attempt hunting large herbivores and instead stick to small ones, which they should just try and tackle as they chase.

If we really want to diversify things, although personally i do not believe that dilos should have pack hunting, their spit, if landing successfully should disorient small herbivores and prevent them from running, allowing for an easy tackle and kill.

This is fantastic! Frontier, are you listening?
 
This is very nice. Very well thought out. Pack hunting is a MUST for JP fans!!!

First off, I come across having the same thought as yours – regarding the socialising mechanics. Many people don’t like it much, claiming that it is a weird and cult like animation. I say it may be exaggerated a bit too much but I love the concept very much.

It is a good precursor for gathering Dinos physically, actual data synchronisation (literally in the coding), and initiation of herd-like behaviors such as pack hunting, scouting, migration, playing, dominance fighting and others. [A little off topic here – I found out that socialising speeds up health regeneration through my evil genetic experiment with raptors, which sacrificed over 40 of them in the process. Don’t tell anyone, I may get locked up in a Raptor pen [uhh]]

I would also like to add in another form of pack hunting by quoting them here again:-

Owen Grady:” Velociraptors are pack hunters. They like to herd the animal into a kill zone.”
Dr.Alan Grant:” You stare at him, and he just stares right back. And that's when the attack comes. Not from the front, but from the side.”​

I wish the herding to a kill zone mechanic can be a little more dynamic. Sometimes, a Dino may pop out at the left, forcing the prey running to the right; sometimes the reverse is true, the point is – one Dino should be long waiting in the Designated Kill Zone before you know it. In the final touch, the surprised finishing strike will happen at the sides mostly, as depicted by Dr. Alan Grant. Sometimes, it may be as well from the back or front, just to spice things up a little.

Bottom line is – while it may seems daunting at first, implementing pack hunting animations but both forms we mention here are highly implementable. For DavidBlac’s idea, please note that NOT ALL Dinos attack at the same time. The lashing should slows things down giving enough buffering time for the extra units to line in positions. For my idea, please note that the entire finishing sequence is very STATIC in its nature.

Edit: I may be wrong, the health regeneration thing I didn't measure with a stopwatch. I may do it next time.
 
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something needs to be done for sure, I have minimal interest in even using the small carnivores. They don't fight anything, besides each other, and instantly jump on and kill dinosaurs 10x their size. Feels even worse with the Dilophosaurus.

I wondered why did they not have smaller herbivores able to fight them as well? Probably some of the herbivores that were beefed up enough to compete with the other large carnivores could have been used for this instead, while also Pachy and Stygi as is would work. OP's idea is much better and more in depth, but I was just kind of surprised there wasn't a system like that in place at all.
 
Absolutely this hopefully is near the top of Frontier's list to implement..... I mean you just have to put yourself in the shoes of a Struthi.....

"Now try to imagine yourself in the Cretaceous Period. You get your first look at this "six foot turkey" as you enter a clearing. He moves like a bird, lightly, bobbing his head. And you keep still because you think that maybe his visual acuity is based on movement like T. rex; he'll lose you if you don't move. But no, not Velociraptor. You stare at him…and he just stares right back. And that's when the attack comes. Not from the front, but from the side. From the other two raptors…you didn't even know were there. Because Velociraptor's a pack hunter, you see, he uses coordinated attack patterns and he is out in force today."

Would be so cool if Frontier pull this off.... maybe having one raptor act as the decoy and stare down the prey in the killzone, while the other two hide in the foliage and then sprint attack from the sides! :D
 
Bumpity-Bump! This one is now more relevant than ever as the pack behavior is actually in the game, minus the actual hunting! So the foundation is there, now we just need the attachable points for raptors and deynos and the like (obviously spinoraptor is too huge so eh) and general group hunting. Getting real close to rounding out the behaviors missing at the start here guys, just a bit more of a push!
 
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