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Author Topic: Fear and panic system for encounter NPC's  (Read 1417 times)

Graf

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Fear and panic system for encounter NPC's
« on: May 30, 2011, 03:03:00 pm »

While playing as a sneaker, I've mentioned that on encounters, there's only two possible situations:

1. NPC's are attacking each other, no matter if one side is more powerful than another;


2. NPC's are staying in front of each other and idling.


Both situations seems weird, but it is possible to resolve it in the logical way. They just need to start "feel" their opponent. How to do this? Easy, at least, it sounds easy:

When NPC meets other NPC, they should determine the level of danger of the opponent depending on their weapon and armor. So, if opponent wearing a:



and wielding an:



adn his race is:



NPC compares himself with the opponent (weapon + armor + race x number of people). According to the result he decides whether he will attack, run away = panic , or pass by (he's in fear, which means, that the NPC should be able to not to stay on the map, in case if he met a friend or the equal enemy, but actually move to the exit grid and disappear.

Of course, these changes are useless until all aggressive NPC's will attack player on sight, even if they have a more powerful enemy nearby.

As usually, reasonable comments are appreciated, while flaming, trolling and other illegal things leads to ban.


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Crazy

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Re: Fear and panic system for encounter NPC's
« Reply #1 on: May 30, 2011, 03:07:22 pm »

Seems very interesting, but it should apply to player as well: when there are three guys in BA with avengers and plasma rifles, and the NPCs are two tribals with spears, they should run away/idle instead of fighting.
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Surf

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Re: Fear and panic system for encounter NPC's
« Reply #2 on: May 30, 2011, 03:08:49 pm »

There is already such a system, it only needs adjustments. I like the effort you put in the suggestion nonethless.

DocAN.

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Re: Fear and panic system for encounter NPC's
« Reply #3 on: May 30, 2011, 03:09:01 pm »

I agree with Crazy, its intresting idea but it should apply to players too.
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Ganado

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Re: Fear and panic system for encounter NPC's
« Reply #4 on: May 30, 2011, 04:57:58 pm »

Yeah, there are other things like this. For example, NPCs in "Slaves" encounters always run away.

The problem is that... they have no where to run to. They will just run to the exit grid, so that you can't loot them, and then might even just freeze on the exit grid for the whole turn. Talking about TB of course.

In RT, it isn't as annoying, but they will just run to the exit grid and then wait. So, that feature needs work. If, like you said, the NPCs run away and actually leave the map, that would make it a lot less annoying.

And, if the NPCs do run away from the beginning, combat shouldn't be activated until you actually hit them, so that even if you are in TB, you can let them run away. Sucks for HtH builds, though.
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Re: Fear and panic system for encounter NPC's
« Reply #5 on: May 30, 2011, 07:16:26 pm »

I like it.

I'd probably suggest a couple of small things - most animals would try and attack anyway - only looking at the number of opponents, but not understanding the armour or weaponry, and therefore probably not realising the danger until a few of them have been killed (i.e. 10 rats attack one human... suddenly there's only 5 rats left, now they run away).

So if it was possible, the calculation of relative strength would need to be reassessed during the battle - so a larger group of weak enemies might try and attack at first, but if a few of them get killed without really inflicting any damage, then they'd probably reassess the relative numbers and start running.

The ability to disappear off the exit grid would be pretty important for any of this to work properly.
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Re: Fear and panic system for encounter NPC's
« Reply #6 on: May 30, 2011, 07:38:34 pm »

First off great work with the suggestion, secondly I would support this especially if it will disable much of the Faction v Faction looting that takes place. Loot should be earned not waited for.
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Re: Fear and panic system for encounter NPC's
« Reply #7 on: May 30, 2011, 07:58:35 pm »

I think it's a good idea not without it's faults however. Scavenging is quite a big part of the low level part of the game for a lot of players and it makes sense seeing as this is a post apocalyptic game.

A less complex method could be that both PC 'parties' are roughly the same strength each time so you wouldn't find 3 slavers fighting against 10 Rangers. Also from a realistic point of view the two groups wouldn't get in such close proximity to begin with seeing as how they'd be able to spot on another in the wastes from a mile off.

A cool feature would be that you have two equal groups fighting every time and when one group starts to lose significantly then they start to flee.
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Reiniat

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Re: Fear and panic system for encounter NPC's
« Reply #8 on: May 31, 2011, 04:17:47 am »

this game needs a truly IA system, after of some battles PvE becomes boooring.its hard to do but we need a way to make PvE fights more funny and defiant, it will need a lot of scripts but is needed:
faction and well trained enemyes should be capable of use some basic combat tactics such as:
-Concentrate Fire
-Rush
-Tactical Retreath (TACTICAL no run like a heck)
-Law of the weakest
Keep in count all the variables for make a tactic, as example: Rush will be only viable if enemyes have burst weapons and better armors and more men

Also we can make a class system, you know like in a FPS like BFBC or Farcry (im not listing MMORPG because i dont play other than Fonline):
Stuff like medics, guys with certain types of guns and Superstims that heal allyes in battle.
Classed fighters, i mean bursters, snipers, rocketers must have a real build for that with perks (like it was announced by the devs).

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Sorry for my bad english
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Any action or inaction in a position of power will always grant you enemies
Re: Fear and panic system for encounter NPC's
« Reply #9 on: May 31, 2011, 01:17:14 pm »

I think that class idea is a brilliant idea, it would be great to see NPCs heal each other or the snipers get some distance before firing. Would that be possible though?
« Last Edit: October 24, 2011, 05:17:50 pm by Graf »
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Solar

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Re: Fear and panic system for encounter NPC's
« Reply #10 on: May 31, 2011, 01:22:00 pm »

As surf says, it exists now - you just have to be crazily powerful for it to kick in. Eventually I guess it will be worked on, though we have lots going on at the moment already.

There will never be a class system, but that doesn't stop the situations mentioned there for being possible. In fact there is already (poor) versions of those now, they also just need improving.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
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