Other > Suggestions

Fear and panic system for encounter NPC's

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Graf:
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.


Crazy:
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.

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

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

Ganado:
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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