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Author Topic: Smarter unguarded town NPC's  (Read 2418 times)

Smarter unguarded town NPC's
« on: February 23, 2011, 05:12:00 am »

Alright, after talking with some people like everyones favorite crime boss "mobster", i'm pushing for this kind of thing again.

As it is, you can do whatever you want in an unguarded town, and with how often the NPC's die, how do the towns exist at all?

My suggestion, is to add "guards" of a sort, to areas depending on the town, such as family "made men" armed with better guns and higher health, and guards hired by the mining companies to protect the mine company buildings, trappers to hold their own in klamath, etc.

Also, when you shoot someone inside a unguarded town, the NPC's shouldn't react right away, but it should lower the persons rep by 50-100, depending on how well liked the person was, and if a liked or idol rep person is shot in even an unguarded town, the NPC's will protect him. due to him being loved by the people in town.

I don't want to make the game all "huggles and snuggles", but, while  some random killing happened in FO1-2, most towns would defend their own, and the towns should defend themselves from at least normal PKers. like guys in leather jackets with SMGs should probably lose against a entire town for once...

Also, as a special note for new reno.

The casino's should probably have the guards protect people inside, and tell people to put their guns away, the families have a business to run, its not about protecting people they like, or bluesuits, its about them protecting their 'turf, and a source of money.

And once again, i'm pushing this again since people asked.

-Ulrek-
« Last Edit: February 25, 2011, 05:05:39 pm by Ulrek »
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falloutdude

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Re: Smarter unguarded town NCRs.
« Reply #1 on: February 23, 2011, 05:26:55 am »

.when and if gambilinh ever works the new reno casinos should have guards and tell weapons away but till then there's no point but to protect the npcs inside which will not really stop pkers fron going in and killing everyone but still good idea. Guards are needed to protect towns people so yes good idea as long as I can still pk in unguarded towns am good with it.
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Re: Smarter unguarded town NCRs.
« Reply #2 on: February 23, 2011, 06:01:02 am »

Well you can still trade, the bartenders sell drugs and have caps, thats still a source of income, they sell their drugs and booze, plus they are the bases for their factions.

-Ulrek-
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Re: Smarter unguarded town NCRs.
« Reply #3 on: February 23, 2011, 07:14:13 am »

I agree with something along these lines, you don't want unguarded towns to be completely protected so that you may still pk there but in some areas they logically need protection.
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Re: Smarter unguarded town NCRs.
« Reply #4 on: February 23, 2011, 08:20:30 am »

Would be another NCR , it's fine as it is.
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avv

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Re: Smarter unguarded town NCRs.
« Reply #5 on: February 23, 2011, 02:37:40 pm »

Ulrek the biggest problem here is that how is one supposed to get good rep with the npcs. You can wave the rep back and forth doing stupid and good things which is totally retarded.
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Re: Smarter unguarded town NCRs.
« Reply #6 on: February 24, 2011, 12:24:51 am »

Ulrek the biggest problem here is that how is one supposed to get good rep with the npcs. You can wave the rep back and forth doing stupid and good things which is totally retarded.

I know quite a few stupid people who do enough good things to keep them from getting killed by an angry mob in real life honestly. i think its a matter of you keeping in good standing, or you cant TC or enter without getting attacked.

Would be another NCR , it's fine as it is.

Did you read the suggestion? if so, tell me what part would turn in to another NCR, and how, please. ^,..,^

I agree with something along these lines, you don't want unguarded towns to be completely protected so that you may still pk there but in some areas they logically need protection.

Yes, the idea is to create small "safe zones", so that if you're in good standing with a faction, you could be safe there, even if not on the street. so that the north towns are more "united", so that it takes more than a SMG to kill people for lulz in town.

-Ulrek-
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Re: Smarter unguarded town NPC's
« Reply #7 on: February 27, 2011, 11:39:47 am »

Let me use New Reno as an example: You kill people on the streets in a town like New Reno and no one is going to give two shits, its normal there, but when you go into a mob familys territory and enter their casino on their property and start shooting up their customers, the family should protect their business.

Den example: You go into Mommys food shop and start killing customers, everyone is afraid of you and is a junkie, they aren't going to touch you, but if you go into the slavers building and kill players there, the slavers should kill you.

These guards should not be as powerful or numerous as normal town guards so that with little groups of people you can stage take overs.
« Last Edit: February 28, 2011, 12:11:36 am by Simon »
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Re: Smarter unguarded town NPC's
« Reply #8 on: February 27, 2011, 12:57:10 pm »

I do like the idea of the Casinos being mini-safe zones. So long as you go into a Casino without a weapon drawn, you're safe. But on the streets, nobody cares if you get shot. It's like I'm really wandering the streets of a shady city!
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Izual

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Re: Smarter unguarded town NPC's
« Reply #9 on: February 27, 2011, 06:35:51 pm »

I suggested long ago that especially in Reno you can fight in the street but inside casino guards could kill you if you are making troubles; however I don't know what devs do think about it. It would really add something to unguarded cities, more realism and also make them not looking anymore like a giant battlefield.

So, I support this.
« Last Edit: February 27, 2011, 06:42:29 pm by Izual »
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Re: Smarter unguarded town NPC's
« Reply #10 on: February 27, 2011, 07:05:32 pm »

I feel the same way about shops. Hell, people buy guns so that they can protect their business.
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Re: Smarter unguarded town NPC's
« Reply #11 on: March 01, 2011, 09:44:29 am »

Very Agree
Actually the present setting of New reno is completely unreal(to the story of wasteland)

Mob Families should have better weapons to protect their business but not merely be killed by a few SMG players
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Andr3aZ

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Re: Smarter unguarded town NPC's
« Reply #12 on: March 01, 2011, 10:09:25 am »

Imagine a town beeing overrunned by the same people over and over again.
Wont they be angry an massacre some off them if they catch them alone? I wanna see all the guys that slaughter the whole city every time beeing auto-attacked by unguarded city NPCs at once.

There are homesteaders crowding the wastes with 10mm SMGs and cattle prods (it hurts in the eye), why not take some into unguarded towns as "guards" who attack those with very low rep and are unlootable/nodrop to prevent farming. It wouldnt solve all problems but would be a annoyance to the onces causing trouble in a town. I see no problem for TC either as a full equiped team can easily rush through.
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Michaelh139

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Re: Smarter unguarded town NPC's
« Reply #13 on: March 01, 2011, 12:43:41 pm »

Just this,  Imagine when you shoot someone out of safe zone, and he runs right back into safe zone.  Is this going to work like grids where there is combat timer or shitty "oh yay no shoot me they keel you now".
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Re: Smarter unguarded town NPC's
« Reply #14 on: March 01, 2011, 02:21:06 pm »

Just this,  Imagine when you shoot someone out of safe zone, and he runs right back into safe zone.  Is this going to work like grids where there is combat timer or shitty "oh yay no shoot me they keel you now".

If he runs in to a casino and doesn't put his gun away he's going to get blasted, and when he comes out he has stop, put his gun back in his hands, and than try to fight you.

If you're trying to hide in a safe area, than you're going to be stuck in there without a gun in your hands. so even if your entire faction hides, you won't be able to fight or shoot first = rocket launcher fodder when you come out.

-Ulrek-
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