Timed or Step Encounters
Video game concept
A countdown to an encounter (of some other encounter tag type) occurs continuously as time passes or the player takes steps.
58
games
12platforms
DOS 1991-08
C64 1991
DOS 1989
DOS 1990
9801 1992-07-17
OCS 1992
C64 1990
DOS 1992
IIE 1988-06
C64 1990
IIE 1990
DOS 1990-06
It is possible in some games, when the counter reaches the trigger point, that exactly 0 enemies will be encountered (no encounter appears to happen).
Determining if a game uses step encounters can be done. The easiest way is to ask the programmers:) But other than that, find an area clear of other know encounter types. Walk it repeatedly. Note the steps take between encounters. If this is clearly a multiple of some number (ie: 7 steps=encounter, 21 steps=encounter, 7 steps=encounter, 14 steps=encounter, 49 steps=encounter) then a step counter is at work (and equals 7 steps). Noting time between encounters can yield the same effect. Be aware that multiple counters may be in operation at the same time. In this case, you'll need to note the exact encounters (4 steps=goblins, 22 steps=kobolds, 22 steps (from last goblin)=goblins, 66 steps (from last kobold)=kobolds, 6 steps (from last goblin)=goblins). Be aware that additional counts may not increment if one has already incremented on the same step (unlikely). This can assumed if you find evidence of multiple counts and get five or more encounters in a row (each count fell on the same step but each held their count at the trigger until their turn ). This will make calculations complicated . The other option is that other counts will simple reset without triggering an encounter (likely). ie: goblins, dragons, orcs, and kobolds all fall on the same step; goblins are encountered and the rest are canceled and their steps start over. Calculations are simpler than the other multicount system since multiples of numerals are preserved.
Related:
Determining if a game uses step encounters can be done. The easiest way is to ask the programmers:) But other than that, find an area clear of other know encounter types. Walk it repeatedly. Note the steps take between encounters. If this is clearly a multiple of some number (ie: 7 steps=encounter, 21 steps=encounter, 7 steps=encounter, 14 steps=encounter, 49 steps=encounter) then a step counter is at work (and equals 7 steps). Noting time between encounters can yield the same effect. Be aware that multiple counters may be in operation at the same time. In this case, you'll need to note the exact encounters (4 steps=goblins, 22 steps=kobolds, 22 steps (from last goblin)=goblins, 66 steps (from last kobold)=kobolds, 6 steps (from last goblin)=goblins). Be aware that additional counts may not increment if one has already incremented on the same step (unlikely). This can assumed if you find evidence of multiple counts and get five or more encounters in a row (each count fell on the same step but each held their count at the trigger until their turn ). This will make calculations complicated . The other option is that other counts will simple reset without triggering an encounter (likely). ie: goblins, dragons, orcs, and kobolds all fall on the same step; goblins are encountered and the rest are canceled and their steps start over. Calculations are simpler than the other multicount system since multiples of numerals are preserved.
Related: