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Author Topic: Fear system  (Read 7422 times)

Re: Fear system
« Reply #15 on: February 10, 2010, 03:34:09 pm »

Also, i suggest that every non-guard NPC in towns where you are vivified would be afraid of you. Because it is just stupid - does your grandma always run and kick a maniac when when she notices one somewhere? They are CIVILIANS, theyb should fear for their lifes... would fix PVP issues too
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RJ

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Re: Fear system
« Reply #16 on: February 10, 2010, 04:01:59 pm »

@up

I second that. Bunch of kids running after you and trying to kick you when you are in brotherhood armor with minigun is just plain stupid.
I would love to see civilians seeking cover (north and south towns) when combat mode is on in and NO civilians outside buildings (they stay in buildings during town control or just remove them) during town control. Also karma for north cities should work more like: you got low karma in certain city - you can't capture that city. People running after you and trying to kick in you is just... (I hate this word but it fits so well!) retarded.
That would make this game much, much more enjoyable. And don't go like: 'lololol stupid pker!11 you were pking in tha town (north town) and you deserve to bunch of npc kids run after you and kick you in balls" - it only shows that you can't handle yourself in this game.
« Last Edit: February 10, 2010, 04:16:54 pm by RJ »
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"Sanity... is for the weak!"

gordulan

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Re: Fear system
« Reply #17 on: February 10, 2010, 06:23:23 pm »

well, that and you'll get childkiller which is bad, very bad, do you hear?
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Re: Fear system
« Reply #18 on: February 10, 2010, 07:14:07 pm »

If we are talking about realism, civilians should get scared if you have your gun out in an unguarded town.
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FischiPiSti

  • frikkin' SledgeHammer
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Re: Fear system
« Reply #19 on: February 10, 2010, 09:10:58 pm »

Umm i dont want to burst anyones bubble, but mobs cant even handle situations when they lose sight of the enemy...
The AI developement is in its earley stages, i have only seen a few AI behaviors, like:
No enemy in sight -> skip turn, else -> get random enemy mob x/y coordinates -> if not in range, then get to said coords -> in the next turn, check for range again -> do default attack when in range, untill ap runs out, then skip turn. If the target is inaccessible, the mob doesnt skip their turn :S
If attacked by enemy mob, change target to other random enemy. Im not sure why they do this, but the first time i hit my attacker, it just switches targets... In other MMOs aggro works the other way around :S
Upon losing sight -> get to last known coords, or switch target. At least, this is how i would address the issue XD
And thats it. Sometimes i saw ghouls turn to "run" but 1 round later they return to get killed. The mobs are practicly blind, example: 2 player hunting team in blue suits hunt down a deathclaw, with unarmed+9mm.
Tactic: Deathclaw attacks player 1. Player 1 shoots deathclaw. Deathclaw switches target to player 2(??) and locks on that target forever. Player 2 has 10 agi, and preferably bonus move. He punches deathclaw once, runs away. Deathclaw follows, but cannot attack because he has no ap left.. Player 2 runs a circle around player 1, who has nothing to fear, just shoot wildly.
Advanced AI behavior like ap management, dynamic target switching based on range, health status, and enemy threat(aggro), and the "fear" system just wont happen in the near future IMHO  :'(
Maybe soon. :D
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