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Author Topic: Non-Combat Mercs/Slaves  (Read 1553 times)

Non-Combat Mercs/Slaves
« on: May 22, 2010, 12:21:59 pm »

Special Mercenaries and Slaves should be given the option to turn them into a Merchant and give them other utility functions like the capacity to create unique Dialouge.

Basically I want a Quartermaster for my faction that buys and sells goods to members With Discounts based on Faction Rank (let me determine what each discount will be with the say command). But additionally maybe my faction would like to set up a merchant shop in one of the cities (1 Merchant and a shit ton of guards).

This suggestion goes along with similiar threads about being able to Rename slaves, and more AI options. This would basically allow for player created towns, a richer game Environment, and a whole new game dynamic.

These NPC's would of course be Killable/Lootable so for the NPC to be effective and stick around, people would have to Level them.

I propose that the commands to change the dialouge and options be done through the Say command:
~talk  (yes, no)
~Barter (yes, no)
~discount (different tags go here, can be faction, player name, or rank within a faction) (%of a discount)
~buy (item ID) (% discounted or added to the item)
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Sius

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Re: Non-Combat Mercs/Slaves
« Reply #1 on: May 22, 2010, 12:23:32 pm »

+1

Something like closed micro economy. Good idea.

Pandemon

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Re: Non-Combat Mercs/Slaves
« Reply #2 on: May 22, 2010, 12:26:28 pm »

I'd like also to see mercs who are able to repair and/or do FA/Doc to his owner. That would really explain some actual problems with repair skill.
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Surf

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Re: Non-Combat Mercs/Slaves
« Reply #3 on: May 22, 2010, 12:46:35 pm »

I don't really like the idea. On one hand, it could reduce the amount of alts created a bit.
On the other hand, it just leads to another automated function players dont need to do then anymore.

Why should slaves/mercs do all the work players also can do?

Pandemon

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Re: Non-Combat Mercs/Slaves
« Reply #4 on: May 22, 2010, 12:50:29 pm »

So why merc should even exist in your opinion? Players should shots on their own, shouldn't they?
Remove all mercs! Yeah, be cool and do everything on our own!!
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Re: Non-Combat Mercs/Slaves
« Reply #5 on: May 24, 2010, 10:02:03 am »

I just think that this will be a way to grow the story of the wasteland "Organically". With everyone contributing NPC's with a story.
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Re: Non-Combat Mercs/Slaves
« Reply #6 on: May 25, 2010, 01:18:27 am »

+1
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arathhunter

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Re: Non-Combat Mercs/Slaves
« Reply #7 on: May 25, 2010, 01:35:34 am »

this guy is smart, i love this idea, me and my mates just got a outpost, and since the biginiing of me playing this game, i always wanted to lead a town! and cept without all the bombers and such, plus the nameing of Slaves, stiiiiiiiil want it, plus the dilioge changeing is great too ;D

+1!!!!!
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Michaelh139

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Re: Non-Combat Mercs/Slaves
« Reply #8 on: May 25, 2010, 02:08:21 am »

I want this more than unlimited slave deposit base.....

*Shoves 100000 +1's down the ballot man's throat* EAT IT!!!

BUT.... I am going to need someone to bitchslap me for ruining such an awesome idea....  But, UNTIL TEH STWUPID GARDZ IN GANARAL R LIKZ TOTALEY SHMARTER! This is somewhat useless in towns because if 15, lvl 21, CA wearing, semi-high tier weapon, 223 hp, gaurds can't stop a single powerbuild..... OFC there are exceptions because they exploit using tents so I guess if you put all the gaurds around the slave merchant but spread them out if a powerbuild tried anything he'd be double shot by... 15 gaurds at once? lol... insta-K0 but the problem is thats just a ONE powerbuild scenario, to effectively gaurd a town or merchant in a town from powerbuilds using weak-ass mercs ( Now this is just in comparison, plus im not including the super-mutie with rocket launcher ones Hehehe :D ) Whats stopping an entire fucking army of powerbuilds kicking you straight in the balls forcing you to choke on them???????
« Last Edit: May 25, 2010, 02:15:39 am by Michaelh139 »
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arathhunter

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Re: Non-Combat Mercs/Slaves
« Reply #9 on: May 25, 2010, 02:25:05 am »

I want this more than unlimited slave deposit base.....

*Shoves 100000 +1's down the ballot man's throat* EAT IT!!!

BUT.... I am going to need someone to bitchslap me for ruining such an awesome idea....  But, UNTIL TEH STWUPID GARDZ IN GANARAL R LIKZ TOTALEY SHMARTER! This is somewhat useless in towns because if 15, lvl 21, CA wearing, semi-high tier weapon, 223 hp, gaurds can't stop a single powerbuild..... OFC there are exceptions because they exploit using tents so I guess if you put all the gaurds around the slave merchant but spread them out if a powerbuild tried anything he'd be double shot by... 15 gaurds at once? lol... insta-K0 but the problem is thats just a ONE powerbuild scenario, to effectively gaurd a town or merchant in a town from powerbuilds using weak-ass mercs ( Now this is just in comparison, plus im not including the super-mutie with rocket launcher ones Hehehe :D ) Whats stopping an entire fucking army of powerbuilds kicking you straight in the balls forcing you to choke on them???????

makeing it a privite hidden town, only the trusted can enter if you show them the way and add them as a citcen, like a faction base, but not counting as a faction
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Michaelh139

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Re: Non-Combat Mercs/Slaves
« Reply #10 on: May 25, 2010, 02:48:45 am »

makeing it a privite hidden town, only the trusted can enter if you show them the way and add them as a citcen, like a faction base, but not counting as a faction

Well that could work too, but still what about setting up merchant stores in other towns?  You'd still be screwed with that...
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arathhunter

  • Arath =Gray Rock Village Leader= -Canadian Drow-
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Re: Non-Combat Mercs/Slaves
« Reply #11 on: May 25, 2010, 04:05:25 am »

Well that could work too, but still what about setting up merchant stores in other towns?  You'd still be screwed with that...

well if the Slave resserection thing from another post (to lazy to go look for it) they could be set to non lootable while in shop mode, like real NPC shops, but with the diffrence that you would have to buy the slave alive again,
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Re: Non-Combat Mercs/Slaves
« Reply #12 on: May 25, 2010, 04:26:41 am »

Thanks for all the support, in hindsight I should have put a poll on here, but I have no clue how to do so.

When you are viewing the text options, type this in via the Say button.

~aline {1-9} This will add a particular line to the current chat options. I believe how it works is that each line has a unique number associated with it example ~aline 3
~mline {line#} (Text) Modify the dialog option to have a different text. example ~mline 3 How is this base organized?
~rline {line#} (Text) This is the NPC response text to a particular line. example ~rline 3 Put weapons in Locker X, put Armor in Locker Y, steal anything and your gonna die!
~dline {line#} This will delete the line. ~dline 3

There is probably a better way to write these commands, I always welcome constructive criticism, I hope someone can builds on this idea better than I can.

Also, I think that these NPC's should be fully lootable making them tremendous targets. If you make them unlootable, then I can just tote a slave around like a protected piggybank. If you don't want your NPC to die, you should level them, and use lots of guards. Additionally the guards should be able to loot the people that failed to kill them.
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Izual

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Re: Non-Combat Mercs/Slaves
« Reply #13 on: May 28, 2010, 09:25:20 am »

This is very complicated to do by devs. Plus, in a MMO, you should rely moreo n other players than on NPCs. Another thing - if one type of slave is absolutely needed, it's easier for devs to create it rather than to give players the tools to approximately create one.
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