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Author Topic: Information on players in encounters  (Read 1520 times)

Information on players in encounters
« on: May 04, 2012, 04:58:55 pm »

It happened again I was in an encounter when suddenly someone shots at me then before I could catch the person he runs back to his car and go away. This is a bit irritating though not as irritating when I was in a city encounter and run around there for 2 mins to find a guy who were running away after his rifle exploded. And when I though he left and started running to the grid I just seen his char for a second but had no time to turn back....

To overcome these situation I think it would be nice if players would get information for the following things. Player enters the encounter, player leave the encounter, and maybe a command to see number of players in the encounter.

This could give chance for those who want to avoid combat or want to look for combat. If player is not in sight then there should be info like this:
Someone just get closer to this place.
Or something similar.

I think its easy to script in since the names of players are always shown for the entering player. I think it could work the other way too.
« Last Edit: May 04, 2012, 05:15:23 pm by Jotisz »
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Re: Information on players in encounters
« Reply #1 on: May 04, 2012, 05:15:46 pm »

That would kinda throw stealth right out the window. Theres been threads on this before, seek and you will find.
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Everything must change.
Re: Information on players in encounters
« Reply #2 on: May 04, 2012, 05:31:07 pm »

I know they were mainly to about to avoid players I posted similar ideas there too. I though that this idea differs a bit from them. And if its like that then stealth could be made as an exception.
Here was like this thread
http://fodev.net/forum/index.php/topic,21676.msg180220.html#msg180220
and this one
http://fodev.net/forum/index.php/topic,22577.msg187229.html#msg187229
If you read their openings its a different idea then mine although I stated this idea in the first one but the discussion didn't go that way so I though that instead of using those threads I would open up one.
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Re: Information on players in encounters
« Reply #3 on: May 04, 2012, 05:43:43 pm »

it would be supernatural to notice somene presence if you not actually see him,
thats why i say no
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dlaczego muzyka black metalowa jest szybka?  bo gdy sie czlowiek spieszy to sie diabel cieszy :)
Re: Information on players in encounters
« Reply #4 on: May 04, 2012, 06:19:59 pm »

Not really as I know many bushmen are able to tell from their surroundings if there are wild animals in the nearby. I think a character with 80-150 outdoorsman should be able to notice if someone is nearby just like he has more chance to find encounters. Also people usually spawn in the middle of encounters therefore they walk there so there should be a chance to notice them.
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Re: Information on players in encounters
« Reply #5 on: May 04, 2012, 09:34:38 pm »

it would be supernatural to notice somene presence if you not actually see him,
thats why i say no

But thats how it works now: you enter an encounter and get message, that someones here already, even if you dont see him.
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Re: Information on players in encounters
« Reply #6 on: May 04, 2012, 09:59:05 pm »

you get this message becouse you spotted him on world map thanks to outdoorsman. that means you 'saw' him

o you mean when enter forced encounter, well it could be logical if you dont get that message..
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dlaczego muzyka black metalowa jest szybka?  bo gdy sie czlowiek spieszy to sie diabel cieszy :)
Re: Information on players in encounters
« Reply #7 on: May 11, 2012, 02:18:50 pm »

I think it's a good idea to get information about people entering and exiting an encounter (when they're not sneaking).

Not sure how scripting works, but perhaps there could be a roll for everyone allready in the encounter based on Perception and Outdoorsman. Each player allready in the encounter would get a different chance of detecting people entering.

Also, someone who enters can enter undetected if his Sneak, Agility and/or outdoorsman is high enough? Or link it to support perks with fitting requirements.
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Re: Information on players in encounters
« Reply #8 on: May 18, 2012, 05:47:37 am »

I saw something like this on the world map for Fallout Tactics Online; I think it would be neat if:

- High PE / Binoculars would give you a % chance of detecting the other party at a distance.
- High Outdoorsman (not sneak) would give them a better chance of remaining undetected. When you're talking about World Map distances, it's less about walking on tip-toes and more about rubbing out trails and extinguishing campfires.
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JovankaB

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Re: Information on players in encounters
« Reply #9 on: May 18, 2012, 07:06:34 am »

Quote
Player enters the encounter, player leave the encounter, and maybe a command to see number of players in the encounter.

I think encounter isn't Quake match... there is no logical reason for you to have such information...

Quote
This could give chance for those who want to avoid combat

If you want to avoid combat, don't stay too long in encounters in populated areas.
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Perteks

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Re: Information on players in encounters
« Reply #10 on: May 18, 2012, 10:19:30 am »

populated huh xD

But possiblity to find somebody just not by wandering on wm would be neat
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Re: Information on players in encounters
« Reply #11 on: May 18, 2012, 05:26:59 pm »

I think encounter isn't Quake match... there is no logical reason for you to have such information...
Haven't though that it would lead to something like a Quake match... I wished more like for a wilderness lore like thing that is in some rpg. Although my opening is mostly about me getting pissed at the random guy who encountered me then shot me and hid till I left.
About the logical reasons for that informations I don't think it would be possible to get close to the player unnoticed since when two players meet they always spawn close to each others (except in case of caravan carts and cars but those should give noise).

Quote from: Giftless
- High PE / Binoculars would give you a % chance of detecting the other party at a distance.
- High Outdoorsman (not sneak) would give them a better chance of remaining undetected. When you're talking about World Map distances, it's less about walking on tip-toes and more about rubbing out trails and extinguishing campfires.
That sounds quite interesting.
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