We all know about health bars..
We all use them to calculate the amount of oomph still needed to down the persistent monsters that refuse to be OHKO'd.
Why do we know how much health a monster we've never before encounters before has, though?
I'd like to suggest that in B.O.A. we simply don't.
Imagine yourself exploring an uncharted dungeon and stumbling upon a monster you have never seen before.
You see it's full health bar and it's aggressive stance and can assume that it's completely fit - maybe even curse for a second, because you don't know it's relative strength, before you have to enter the fight.
As you continue to slash at the monster, you notice that it's slowly tiring, becoming either hesitant or desperate (as according to it's nature). Checking the health bar, though, you can't see a thing - it's become greyed out. (Thankfully it's no mid-boss, though you'd have noticed by it's name and the additional health bar..)
Finally, after many a hard minute you finally defeat the monster - it's collapsing and soon bursts into particles.
Relieved you continue on.
As you continue through the dungeon, you stumble upon even more of this type of monster and you are confident that you can take them on.
As they continue to fall to your sword, you notice their mannerisms, get a grip on their behaviour - you start being able to judge their remaining health; the health bar is either a dark green, yellow or red.
Finally, after killing more than a hundred of them, you are an expert judge on this monster type's health - you see the health bar in all it's splendour.
As you congratulate yourself, though, you stumble upon yet another unknown enemy - beware, who knows how hard it'll be to take down..
Yeah, I'm a fan of working for the knowledge you need to survive in the wilderness.
This concept would get somewhat more complicated if you are in a group - maybe you'd have to be able to judge your comrade's strength in order to guess at the amount of hurt he put upon your enemy? - but I think it would make exploring even more exhilarating..
Approved. I love your idea! Although it might get a little difficult to produce all the required animations... Then again, I need to check the documentation for Unity's Mechanim system (this could be a good opportunity for animation blending).
Tentative name of the proposed feature: "(enemy) perception".
As I imagine this feature more on a "type to type case" than an overall skill I hesitate to call it either skill or ability as it'd lead to waaaay too many entries - might want to keep this seperate, perhaps in an enemy encyclopedia that updates itself according to the amount of information gathered. ^^