PlaneShift

Gameplay => Wish list => Topic started by: Lozza123 on February 09, 2003, 12:21:36 am

Title: NPC guild guards?
Post by: Lozza123 on February 09, 2003, 12:21:36 am
With guild houses, castles, towns, etc I think that the guild leader should be able to simply \"buy\" NPC guards and soldiers and be able to use them in guild wars.  This means that if a guild settlement was under attack and only the leader and a couple of pals were online then the actual town would keep \'em company.  Also it would be fun to see them as pawns on raids and attacks just running in and shooting/stabbing/burning enemies on the spot.  It would add depth to war and a passer-by would have no trouble in taking a few thoroughly entertaining moments to watch battle erupt in full force.
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Post by: Fanomatic2000 on February 09, 2003, 12:31:11 am
Yes, it would add some strategy into the game. You should be able to use a \"top-view\" to organize the troops too.
Title: hmm...
Post by: Lozza123 on February 09, 2003, 12:40:19 am
Actually I was kinda thinking of commands like you give bots on Unreal Tournament and sequal.
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Post by: Link on February 09, 2003, 01:21:55 am
And while we are at it we will call planeshift a MMORPGFPSRTS.
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Post by: Fanomatic2000 on February 09, 2003, 01:32:05 am
Hehe, you\'re right Link ;)
I think my imagination went too far this time :P
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Post by: Tionusena on February 09, 2003, 09:37:42 am
Planeshift will be the first mmorpgfpsrts game i will be playing, thou i dont rlly like the fps part but then again i love playing rts games :D
Title: But you don't understand! :(
Post by: Lozza123 on February 11, 2003, 10:12:58 pm
What I MEANT with that was that instead of having to bring up an overhead view and not participate yourself you can use hotkeys to command them so then you can actually work WITH your NPCs.  Sorry for not making it clearer the first time  ;)

so it\'s not an MMORPGFPSRTS.  Ciao,
     
Loz
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Post by: Tiraid on February 12, 2003, 04:15:50 pm
I think this is a great idea, but only for defense. It would be great if you could buy an npc guard and then tell it where to stand guard, and maybe down the road be able to give it a patrol path to walk. Using NPC soldiers to help raid would probably be over the top.
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Post by: Grey on February 12, 2003, 07:23:51 pm
You could also program the guards agressiveness to certain what races/classes/whatevers so that it would invite certain groups forward, bar passage to others, and kill trespassers of other groups
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Post by: Lozza123 on February 12, 2003, 08:37:22 pm
And I thought I had some good ideas.  Keep \'em coming guys :)
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Post by: Tiraid on February 12, 2003, 09:16:18 pm
Yes! A Kill on Sight list for races, classes, guilds and individuals. If the wrong person gets within a guards agro radius, its curtains!
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Post by: Tiraid on February 14, 2003, 01:28:02 am
Just a suggestion for the developers. If npc guild guards are created, and the guild does get the option of creating a KOS list, and give patrolling orders to each guard; it\'s important to keep this in mind from the beginning. I don\'t know if any AI has been written yet, but many games implement pathing directly in the map. This would be too weak. Each guard instance would need its own pathing information.

I would really love for this to happen. I played EQ on Vallon Zek (pvp teams). I was on team Evil, the grand ol\' Darkies. We could go into Freeport (a human town) and do so major damage, including killing guards. My frustration was that it didn\'t really matter because the guards just repoped  in 10 minutes or so. We might as well have not done it. I always wished that by taking an area, the guards would repop as darkie guards. This was a bit oversimplified, but it did make the set in stone world of EQ a little more dynamic.
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Post by: FMiddy on February 14, 2003, 02:45:01 am
once hired guards come back, they shouldnt come back, but in place, you could kill someones guard, and put your own, play a nice little trick on them if they\'re to cheap to hire a good guard.

And as for city guards they should respawn sometime, but not very often, that way if the city is attacked, people dont/cant rely on the guards to protect them, if they need, weak people can hide in buildings and what not and hope they arent found.
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Post by: Kiva on February 14, 2003, 06:39:08 pm
FPiddy... Erm... PFiddy.. Ehh... MFiddy.. Ah hell :D

Anyhow, you\'ve got a good point there [Insert one of the above names here]. Town guards should respawn while player bought NPC\'s stay dead when they are killed. :P And, of course, the more you pay for your guard, the stronger he (or she) is supposed to be. :)
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Post by: Grey on February 14, 2003, 08:40:19 pm
Perhaps town guards could spawn away from the town and arrive as reinforcements, it a big group.  So your guild can ransack the town and defend against the recapturers.
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Post by: Tiraid on February 14, 2003, 09:34:08 pm
It looks like we are pointing toward a distinction between guild (player controlled) guards and town guards. I don\'t think the two should mix. There should be territories that your guards can patrol in. If you own a territory, no one elses guards can enter it. Then comes the question of territories and who owns what and how do you get it. Then it gets fun.
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Post by: FMiddy on February 14, 2003, 11:18:11 pm
well... what I think, is first you buy a plot of land, 2nd, you build on it, 3rd, you get guards to guard it, however to be realistic, guards should have working hours, which means you have to buy multiple guards to guard your land 24/7, they should also not be able to guard outside of your land so that scratches one of my ideas, and for more stuff, you should be able to add fences/gates/walls if you want to and have the money, and also, traps to put around your yard when your gone, just in case, if someone tries to break into your house, \"SNATCH HIS ASS IN A BEAR TRAP AND LEAVE HIM SWINGIN FROM A TREE SO HIGH, THEY DONT FIND HIM FOR DAYS, GLACK GLACK, KNOW WHAT IM SAYIN!!!\" ~Fat Abott, from South Park~
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Post by: Lozza123 on February 25, 2003, 04:58:02 pm
Goin back to the idea of fighting over particular territories (thanks Tiraid) I think a good thing to implement is basically splitting all of the non-city land to become no-mans land.  So say the world was split into 200 territories, and your guild owned 2 of them, your guild could build on both of them.  To capture a territory, there would be a small hut or something with a lord inside it and when the lord is killed, the land belongs to your guild and the lord will stay there as an important part of protecting it, no matter how many buildings got destroyed.  This would make for some very competitive turf-wars and could result in some fierce pvp going on all across the land.

Also another idea being carried forward (thanks Grey) is the Kill-On-Sight list.  It could be used to promote alliances and so the guards would react in a friendly way towards allies.  For example (using stupid names), the Smellyfoot guild just made friends with the Bathtub guild, and they both hate the Mudpuddle guild.  The NPC guards of the Smellyfoot territory help to protect a band of Bathtub warriors as they escape from some evil Mudpuddle fighters.  The Smellyfoot guards will react in those ways to kill the enemy and save some exp :)
If this was carried out, you could select three options towards friends.  The target is either Friendly, Neutral or Foe.  This will not be set in any MMORPGFPSRTS style so no worries as of yet.
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Post by: Grey on February 26, 2003, 07:07:46 pm
I just realized how cool it would be to have dynamic guards.  Guards that leave to go to the barracks to sleep, guards that have a kitchen helper bring meals to them, guard that gain experience.  I know that it may sound like crappy SimCity simulation crap, but erase that thought from your head.  You may build the buildings and hire the guards, but these people are just that, people.  Not some made up person that lives in a house with others and gets a job and has a hottub (or whatever, I hate the Sims).  This could be built into their pathing and establish a regular routine.  

Another order of business is that of pets.  Owning hunting dogs, cats, and even birds could add a lot to you or your guild\'s property.  Keep them in cages most of the time, or just have a fence around the area where they can go.  You could take the dogs out hunting as a \'pet,\' or use them as watchdogs to alert and assist the guards when intruders are present.
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Post by: Lozza123 on February 26, 2003, 10:27:47 pm
Oh, let\'s admit it.  We all know about how the wizards in Harry Potter use owls to send messages to family and the like.  This may deviate a little from guards but I\'m gonna start a new thread based on a mail system.  Please check it and reply, it may be very interesting with some of the ideas available.
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Post by: Tiraid on March 04, 2003, 02:25:03 am
Wow, did we ever get off topic there. I think there are great ideas here, but if I understand PlaneShift correctly, this doesn\'t fit into the big picture. It probably won\'t happen.