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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Nyan on January 31, 2010, 11:19:17 pm
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Ok, I noticed that some critters or even npcs run instead of attacking me in various situations, I'm not sure if it's a bug, coincidence or what but if there is no fear system, you guys should make one. I mean a lone wanderer seeing me being armed from feet to teeth, armored like a can, with blood covering my.. everything. Now that's a little bit scary isn't it. So my proposition:
big amount of weapons +
good or big weapons +
amours +
outnumbering +
enemies killed +
explosions +
pinning +
those things would be added to the FEAR'O'METER and compared with CHARISMA, test failed = one runs away or is stunned or whatever.
Animals should run when 80% of their group is destroyed. or something.
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I really like this, but I think it should wait until NPCs out of range actually skip turns. Otherwise this would just be more frustrating than we need right now. Once that works though, encounters could be more realistic with this.
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I'd like this for mercs. I don't want to dump 30k on some stupid bastard who doesn't know when to give up.
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I like your crazy ideas, sometimes I think that you're russian)))
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That's a little bit crazy idea we came up with my friend once when creating our own rpg system. He asked me what statistics should player use while making a shooting test and we started talking about it. STR to hold a gun in your hand, PE to aim, END to not be knocked by the recoil, CHA to not be feared during the gunfight, INT to create an invisible bullet trajectory including gravitation, wind etc, AGI to shoot during movement and in the right moment, LUK to shoot some vital points. Yeah it looks crazy but that's how real life works. Sort of. Kind of.
Anyway!
CHA should be charisma and will power combined during the fear system tests. Whenever there is a big gun and not only gun fight and you are standing lets say naked with a gun in your hand you can feel a little bit 'dead'. That means you don't stay there and shoot like a ghoul crazy but you run. During each turn a test should be made and if you or anyone else fails that test the game makes him run away towards the closest exit grid. Harsh but cool and real. Players are usually too hardcore to roleplay and they just shoot till the last blood drop and then curse their enemies while laying dead, why? Because they know they will resurrect and dont care about their lifes. This has to end here.
There can be some perks etc + high charisma morale system someone else mentioned some time ago.
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i think this sucks, great war changed people, radiation changed animals, no fear in wasteland!
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thats why npc's run away if they see you in good armor and know they can't harm you. cool story bro
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yeah, i would have to agree with nyan, the npc's should be scared of you, especially if you have a lovely bo and chug around a minigun.
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But what if you're really just a weakling using a minigun to make enemies run away? Should require high big guns skill too.
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that too
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I think something like power armor would add loads to the fear factor.
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I think something like power armor would add loads to the fear factor.
Good thing it's not in-game.
Except for the few lucky "event" winners.
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no, that thing will suck, it would get in situation that everyone has to raise outdoorsman to avoid encounters and some special groups with powerbuilds wouldnt have to do anything cause everyone runs away from themanyway, that would be really gay.
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that would be really gay.
I'll tell you what's gay.
Sex with other men.
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what about sex with hermaphrotites, is it gay or a little of both?
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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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@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.
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well, that and you'll get childkiller which is bad, very bad, do you hear?
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If we are talking about realism, civilians should get scared if you have your gun out in an unguarded town.
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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