Idea:Monster Liveworld System

The Monster Liveworld System is a massive idea in gameplay mechanics created by Chaoarren. Inspired by the "Nemesis System" in the Middle-earth games, this system's main purpose is to make monsters truly feel like a part of a natural world.

=What The System Does=

Basic Information
Monsters in the Liveworld System are no longer non-changing enemies that you hunt with no consequence on the environment. This system creates a new, ever changing ecosystem in locales. What this means, is that monsters native to a locale will appear on a miniature map that shows locales as a basic 3D environment, added by this system to every non-special locale. It will display a variety of monsters across the map, placed in areas where they inhabit the locale. As time passes through quest completions, events will occur that can change the monsters environment, which can now have an actual impact on the ecosystem of that locale.

The monsters on the ecosystem map for the locale will appear in quests and expeditions not of special scripted kind. Whenever you encounter a monster, it will not be just a generically generated one, it will always be one from the Ecosystem Map.

The Liveworld System does not include any monsters that can only be fought in special one area only locales, Event Quests, Special Assignment Quests, Guild Quests, Investigations and any kind of quests that have highly scripted events. It also prevents monsters in uncompleted quests from being killed by another monster, meaning hunters must clear the quest the normal way before it can start effecting the ecosystem fully.

Monsters In The Liveworld System
All monsters have their own unique characteristics, like in the normal games. In the Liveworld System, this is massively expanded. The ecology of all monsters now plays an actual part in the ecosystem. Monsters now behave in a more immersive way to events that occur in their area, and react as how a monster of their species would.

Example: A Noios flock scream over the sandpit in the Wildspire Waste. Other monsters that have good hearing flinch from the noise and may leave the area. A Diablos underneath is enraged by this and bursts out from the sandpit. Unlike in normal Monster Hunter: World, the Diablos will attempt to kill the Noios producing the sound to silence them. Additionally, all Diabloses now have zero tolerance towards any that invade their territory or produce loud sounds. They will battle with any that causes these two things.

Monster Interactions
Monsters interact with each other more naturally in the Liveworld System. The food-chain is vicious, and monsters all play a part in its structure. Monsters are now able to directly kill other monsters, meaning hunter interaction is not needed for a death to occur.

Monster Relationships
A

Mates
A variation of the Bond, a monster mating is between monsters who have deeply bonded together. The classic example is the Rathalos and Rathian. With this system, Rathalos and Rathian mates will always stay close to each other to ensure each others survival. The hunter can no longer hunt a mated Rathian and not expect its mate Rathalos to appear and protect it.

Monster Locale Behaviour
Monsters take notice of their environment, and take care to make good usage of it.

Monsters, if they are able to, may rarely move to a different locale under circumstances they feel they cannot live in their current one anymore.

Monster Injuries
Since monsters in the Lifeworld System are always part of the environment, any injuries they sustain will remain after the quest ends. Injuries are most commonly caused by obviously breaking a part on the monster. However, excessive damage to a part can leave damage like scars, cracked armour and bruises after the quest has ended.

A monster changes due to the injury; it may heal over time, but it will still leave permanent scarring and other aesthetic changes. If a monster or hunter caused the injury and they are noticed, the injured monster will always gain a hatred towards them.

Cheated/Faked Deaths
A unique feature of the Liveworld System is the ability for monsters to occasionally cheat or fake death after being defeated by a hunter or monster. After a random amount of time, the monster will invade or appear randomly in a quest, with a message stating "This >monstername< has cheated/faked death!". The monster who has cheated/faked death can either be stronger or weakened by having recovered from a very near-death experience. All wounds it got

Small Monster Interactions In The Lifeworld System
Small monster interaction in the Lifeworld System is very limited compared to the large monsters, but they also play a role. If a small monster manages to defeat a hunter or monster and survive, the small monster has a very high chance of growing into the large monster version of that species after some time. They can also have an impact on large monsters too, as should a leaders pack or a monsters young be killed, it has a high chance of causing a negative effect on the large monster connected to them.

Example 1: A Velociprey manages to take down a Yian Kut-Ku via shear luck and also gets some hits in on a hunter. Having gained a huge boost in confidence, the Velociprey kills its leading Velocidrome in a vulnerable situation and asserts itself as the new leader, becoming a Velocidrome itself.

Example 2: A young Blangonga's troop is slain, and with their loss, the Blangonga migrates to a desert locale and turns into a Copper Blangonga.

With The Advanced Turf War Mechanics Idea
The Lifeworld System can make full usage of the Advanced Turf War Mechanics Idea to greatly enhance the battles between monsters.

Using the scenarios, monsters can engage in several new kinds of Turf Wars that have a wide range of results.
 * Turf Wars can take place between more than two monsters, some which can result in full on battle royale between monsters.
 * Monsters who are bonded can help get one monster off its partner, and can fight together to attack one monster.
 * Monsters are now capable of dealing Killing Blows, a special scenario that sees the certain death of one of the monsters.
 * Monsters can be repelled by another, forcing them to escape from the quest, and may even flee to a different locale.

Hunter's Interactions In The Lifeworld System
The hunter has the potential of using this system to its maximum potential.

Creator Notes

 * This idea is free for suggestions or implementation in FanGames, and changes are permitted to be made to fit the users choice.