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When allies are suffering from low [[Morale]], it’s possible for them to pick up a status that will make them more likely to panic, another reason to keep them happy. The higher your Morale, the more disciplined your group and the higher your [[leadership]], the less likely they are to panic. Knowing when to pull allies out of nerve-wracking situations is a good overall strategy to employ in [[combat]]. If a character panics too often, it may be that they’re just not cut out for combat duty. Ultimately, when situations get rough, it’s your job as a leader to make a call – try to buy some time until your panicked ally recovers their wits or cut your losses and leave them to their fate.  Panic won’t occur in every combat situation, but when it does, it can lead to some harrowing encounters.
 
When allies are suffering from low [[Morale]], it’s possible for them to pick up a status that will make them more likely to panic, another reason to keep them happy. The higher your Morale, the more disciplined your group and the higher your [[leadership]], the less likely they are to panic. Knowing when to pull allies out of nerve-wracking situations is a good overall strategy to employ in [[combat]]. If a character panics too often, it may be that they’re just not cut out for combat duty. Ultimately, when situations get rough, it’s your job as a leader to make a call – try to buy some time until your panicked ally recovers their wits or cut your losses and leave them to their fate.  Panic won’t occur in every combat situation, but when it does, it can lead to some harrowing encounters.
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[[Category:Statuses]]

Revision as of 17:20, 17 October 2014

Panic determines when enemies and allies lose their will to fight or become frightened.  Panicked allies or enemies will try to flee from attackers and cower or heal themselves, depending on the type of Panic. While in this state, they will have the Panicked status and will not respond to commands.  When enemies panic, the battle tips in your favor, but when allies panic, the only thing that will keep them safe is figuring out the trigger and eliminating it. The player will NEVER panic no matter what – Panic is an NPC-only trait. Dog allies also have the advantage of being unable to panic.

Panic is caused in two different ways – from reaching a damage threshold or from Horror, their tolerance for the presence of zombies. Depending on the individual, some will try to get away from danger if they lose too much health, while others will fight until they're bleeding out on the ground.  The best way to counter damage-based Panic is to keep an eye on ally health and patch them up regularly – you’ll probably get a feel for how much punishment they can take after a few combat situations.

Horror is triggered by the proximity of zombies to the NPC and the overall number of zombies in the area. As allies get more accustomed to zombies, they can decrease the likelihood that they will panic when confronted by them.  Some allies will never panic because of zombies, depending on their personality. If zombies start attacking allies, there’s the possibility they could trigger either damage-based or zombie-based Panic, but again, this depends on the individual.  If an ally is running from zombies, try to clear out a few to make them feel safer.

When allies are suffering from low Morale, it’s possible for them to pick up a status that will make them more likely to panic, another reason to keep them happy. The higher your Morale, the more disciplined your group and the higher your leadership, the less likely they are to panic. Knowing when to pull allies out of nerve-wracking situations is a good overall strategy to employ in combat. If a character panics too often, it may be that they’re just not cut out for combat duty. Ultimately, when situations get rough, it’s your job as a leader to make a call – try to buy some time until your panicked ally recovers their wits or cut your losses and leave them to their fate.  Panic won’t occur in every combat situation, but when it does, it can lead to some harrowing encounters.