Ok.So, it's possible that the Player could just be walking through the woods and hear a noise. Nothing they can currently see is making the noise, so they have to look around, which, without directional audio, turns into essentially a 50/50 guessing game (turn left or turn right). If they guess wrong, they die, because it's a paleolithic simulator and sabre cats or wtv the enemies are ain't screwing around.
only sort of...
one of the hold overs from original D&D is "check for surprise" when an encounter occurs. so when an encounter occurs you get a message of the form: "<band member name>: you [surprise | encounter | are surprised by ] some [ animals | cavemen ].".
in the case of surprise, you get about 5 seconds before the badguys can do anything.
in the case of being surprised, you can't move for about 5 seconds.
encounters may be hostiles, neutrals or friendlies. no way to tell 'til you get a visual on them.
this is still in there, 'cause you can have multiple band members in different locations, and one you're not controlling may be far away doing some action (gathering wood etc), if they get an encounter, what should happen? notify the player? stop the current action and have the band member AI go into combat mode?
right now, they only stop an action if attacked, not if a threat just comes near. and it tells the player when anyone gets an encounter so they can tab to them (usually using "N" for next idle band member) and take control.
so you get an encounter, and immediately look around to see what it is. four possible results are typical:
1. predators, but not attacking yet.
2. predators or hostile cavemen attacking you or other nearby targets
3. non-hostile animals and cavemen
4. you don't see anything - but _SOMETHING_ is out there!
case #1, you run. sometime they catch you, sometimes they don't, if they do, sometimes you can fight them off, and sometimes you die.
case #2, sometimes you can fight them off, and sometimes you die. like you say, the enemies ain't screwing around! <g>.
case #3, you go on with what you were doing, or interact with cavemen, or go hunting.
case #4, you might decide to move on, just in case. or you might not. a very wait and see situation. sometimes is nothing, sometimes it giant fossas -a giant carnivorous "mongoose" the size of a leopard that can climb trees like a squirrel, head first up and down, and are hard to spot in brush, especially at night.
one interesting thing i've noticed is how well camouflaged critters are just from their natural coloration.
This will happen every time the Player encounters an enemy that they didn't see first. With a field of view of like 45 degrees that's ~7/8 times, meaning that combat in the game will almost always be -> if you didn't see the enemy first, flip a coin: if you lose the flip, you lose the game.
Would you say that (more or less) is an apt description? If so, is that the feel you're going for?
encounter ranges are based on terrain type. so in open terrain such as scrub lands, or savanna, you'll get encounters at ranges on the order of 600 feet (~200m). in the most dense terrain, woods, jungle, rocks, etc, its at least 50-75 feet (~20m). so its not quite as bad as you envision.
between the non-hostile encounters, the check for surprise, and the encounter ranges, you have a fighting chance most of the time. but on occasion you do get jumped by a big cat, a pack of cave hyenas, or a short faced bear. and that's usually an encounter you don't survive. although i just recently survived a short faced bear encounter by maneuvering so non-hostile animals (silvatherium - giant proto-giraffes) were between me and the bears. soon after getting into position (at sprint speed), the bears decided to go hunting. sure enough, they targeted a silvatherium. took it down, and i made my escape while they chowed down! <g>.
i've discovered a new strategy of "safety in numbers". its cool if you have a herd of hippidion (proto-horses), a herd of water buffalo, a few palorchesties, and perhaps some giant sloth or elasmotheriums hanging out nearby. mammoths, aurochs - anything non-hostile will do. that way, when the predators show up. there's at least a chance they'll go for the other critters first.
Also, I'm curious about the term "idiot lights", I've never heard it before.
from the automotive industry, the little lights that light up on your dash, such as low oil pressure, instead of having real gauges, such as an oil pressure gauge.
so for example, there's no "health bar", just "idiot lights" that say "injured" or "high damage".
but they convey things that they player would otherwise have no way of knowing, like the character's hunger, sleep, happiness, etc., levels.
you can still pull up the stats screen and see the exact level of all stats, both basic stats (str, dex, HP, etc), and "variable stats": food, water, mood, sleep, etc. the idiot lights just let you know onscreen when something is amiss (hungry, thirsty, sleepy, unhappy, lonely, injured, sick, etc).
its a "less is more" approach to UI design, inspired by health bars that fade out when full, and effects like more blood onscreen instead of a health bar, as seen in skyrim and a number of console shooter titles. as a player, i think i actually prefer it. it seemed a bit weird at first, but now, going back to games with a more "busy / kludgey / cluttered" interface (basically one that takes up more screen real estate) seems almost a step backwards somehow. i suspect we may see a continuing trend towards less is more in shooter interfaces. information as needed - and only as needed. after all, in the real world, interface complexity is now one of the limiting factors in fighter plane design.