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Author Topic: NPC raiding teams.  (Read 1642 times)

NPC raiding teams.
« on: January 23, 2011, 06:34:15 am »

After a post about people started making suggestions for players to raid towns. but not really take over them. i thought of this.

What if the factions with a army could be pissed off by a player gang. and than randomly send a group to attack a faction base of a PC faction they dislike.

Factions would grow to dislike a PC faction when the factions members attack the townsfolk, or caravans. but no when people leave and join NPC factions like joining the BoS. but if you're in a gang and attack NCR. and your base is in the south. you might just get a NCR army patrol attacking you. and the more hated your faction is. the larger the raiding forces get. and you'll need to pay caps to bribe a faction leader to lower it. otherwise you'll get attacked.

Thoughts?

-Ulrek-
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Re: NPC raiding teams.
« Reply #1 on: January 23, 2011, 07:56:29 am »

Like Tents, bases are meant to be safe places.
Some members of your faction could raid a NPC faction, and there wouldn't be a way of knowing who.

What would they do if the base was empty at the time?
What if you put up an army of mercs, and farm them like crazy?
What if it became so bad, that you would have to move bases?
What if???
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Everything must change.

Alvarez

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Re: NPC raiding teams.
« Reply #2 on: January 23, 2011, 11:22:05 am »

Like Tents, bases are meant to be safe places.
Some members of your faction could raid a NPC faction, and there wouldn't be a way of knowing who.

What would they do if the base was empty at the time?
What if you put up an army of mercs, and farm them like crazy?
What if it became so bad, that you would have to move bases?
What if???

Why should it be one type of a base? A cave could be completely safe, but a bunker could be retaken from the second level.
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Re: NPC raiding teams.
« Reply #3 on: January 23, 2011, 11:41:05 am »

Quote
Why should it be one type of a base? A cave could be completely safe, but a bunker could be retaken from the second level.


Then we shall all have caves!
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Everything must change.
Re: NPC raiding teams.
« Reply #4 on: January 23, 2011, 03:44:03 pm »

A: the raiders wouldn't drop loot.

B: If you're in a faction. the NPC's can already tell. *Points at junktown guards*

C: If it gets too bad you need to bribe the faction you pissed off. is that too hard?

D: Tents and bases are meant to be safe. but NPC's don't loot. they just camp for a bit untill the base is cleared out. and than move on.

E: If you're attacking NPC factions. than you're just like the raiders. why shouldn't they attack you back as a group?

-Ulrek-
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Re: NPC raiding teams.
« Reply #5 on: January 23, 2011, 03:52:49 pm »

What about npc faction trying to do town control ?

They wouldn't drop loot, and  unallow player who joined the faction to loot the chest or to add militia.

It would be a good pve for every player, not just one faction.

On of the problem in fonline is, i think, the lack of large pve battle.
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runboy93

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Re: NPC raiding teams.
« Reply #6 on: January 23, 2011, 07:08:43 pm »

This would be good for TC.
It let someone else join TC than lvl 21 pure fighters (Because enemy is mostly big gang like CS or Rogues)

+1 for this suggestion.

avv

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Re: NPC raiding teams.
« Reply #7 on: January 23, 2011, 07:10:52 pm »

What about npc faction trying to do town control ?

Couldn't the player gangs act as some sort of mercs hired by npc faction, trying to take over the resource production facilities in the north for the major factions? It'd be a bad waste of resources to send their own troops deep in the hostile North.
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Re: NPC raiding teams.
« Reply #8 on: January 24, 2011, 03:35:24 pm »

I would serve a mass pve purpose.
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Solar

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Re: NPC raiding teams.
« Reply #9 on: January 25, 2011, 01:34:05 pm »

There is something similar to this that was coded a long time ago, I think its just waiting for something appropriate to be used in.
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