Author Topic: Just an idea on NPC's  (Read 872 times)

dying_inside

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Just an idea on NPC's
« on: March 15, 2006, 05:25:49 pm »
So I was thinking the other day about the AI, and the spawning and monsters in genral.  I figured to make the combat and the general game more player enriching certain things could be done to \"spice it up\".  For certain \"intellegent\" NPC\'s  there would be a chance for grouping to happen. So I will use Rogues as an example of potentially intellegent NPC characters. This is inspired by the idea of NPC bases and camps.

As some of the rogues cannot actually harm players, the rogues in the bases would have to be  harder than the average rogue.
So I\'m thinking that you would either have to make some rogues that can hit hard and well, and alot of them if this base is to be feared and take a group to beat, otherwise your going to have one player marching around the land like a god with a broad sword hacking apart rogue base everytime they build a new one. This could also be applied multipul times for different places in the world, so there is not just one group of rogues and they all belong to the same thing.

So here is my idea which has probably been said before but here it is anyway. When they do eventually get the NPC\'s to spawn in random places, they should also have them roam across the land.  With this comes my idea.  I think that when an NPC  comes across another of its own then they should join up together and continue. When a certain number is reached they start to settle down and can bring in more powerfull of their own. For example:

A rogue spawns on the odja road, he roams until he comes within a certain distance of another rogue, they change direction and continue together, they keep to this pattern until there are five of them.  The five then set up a camp and start to spawn other tougher rogues every   15 minuets or so.

This is when a Rogue \"leader\" is elected (or in this case spawned). They group has gotten to 25 strong and they need someone to control them and keep them together. A leader steps up and takes control. He then has two choices. He can either roam with his band, killing all in his way and becoming a notauriouse force in the known lands. Or he can still camp and become a large growing camp, slowly becoming apparant to the player civilization.  

The players can either decide to seek out this threat and destroy it (whichever random choice is taken by the computer) or they can leave it to grow, eventually after a certain amount of time, the band will be forced to move on and possibly assualt a city. This could happen when a certain number is reached, a maximum of 50?

This will inevitably be a rare occurance, as players will always be seeking out NPC\'s and probably killing them before they can camp or find a partner.  This build up could also possibly be stopped by having NPC\'s attack other NPC\'s if they come across each other. Other than that,  a group of randomly skilled NPC\'s marching around as one attacking en mass whoever they come across makes the world more life like and apparant.
 
This however could be far to complicated, difficult and sizeable toimplement into planeshift so its just an idea I was working on.

Karyuu

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« Reply #1 on: March 15, 2006, 05:46:12 pm »
NPCs will be really interesting in the future :) Rest assured.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Belark

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« Reply #2 on: March 15, 2006, 05:54:39 pm »
WoW, if that works i would be suprised, though i\'ve seen Npc\'s attacking others in other MMorpg\'s so that should be easily sorted[Rubies of Eventide, Project Entropia. World of Warcraft?]

Concerning the rogues banding together, we shouldn\'t have too many. The population should differ from the player population, though this could be easily sorted with more npc\'s by the walls, although! they will generate lotsa lag if the server isn\'t stable enough.

The camp is a cool thing, though we will have buildings spawn up and down and i haven\'t seen that before unless you see the camp as destroyable too. The tents could give loot and the spawns could be monitored if there are any Rogues in sight. If you \"pull down\" the tents and the rogues spawn too late they will continue wander of. Dang, there wehave that population problem again:/ They will spawn like ants.

Let\'s see. If you make the tents lootable...you will surely be attacked by one of those smugs and that will interfere with the looting. The looting should work like a spell, with timers(oh god i\'m making this impossible:l) though the looting should be cut off by a hit from an opposing opponent.

Soo, they will walkaround randomly?Cause i don\'t think that\'ll be fixed. Maybe a certain pattern you set out, though people will be smart enough to see the patterns and kill the rogues before they move too close to the comrades:/

Oh well, i like the idea anyway, you fix it, Devs :P

dying_inside

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« Reply #3 on: March 15, 2006, 08:12:37 pm »
Quote
Originally posted by Belark
WoW, if that works i would be suprised, though i\'ve seen Npc\'s attacking others in other MMorpg\'s so that should be easily sorted[Rubies of Eventide, Project Entropia. World of Warcraft?]

Concerning the rogues banding together, we shouldn\'t have too many. The population should differ from the player population, though this could be easily sorted with more npc\'s by the walls, although! they will generate lotsa lag if the server isn\'t stable enough.

The camp is a cool thing, though we will have buildings spawn up and down and i haven\'t seen that before unless you see the camp as destroyable too. The tents could give loot and the spawns could be monitored if there are any Rogues in sight. If you \"pull down\" the tents and the rogues spawn too late they will continue wander of. Dang, there wehave that population problem again:/ They will spawn like ants.

Let\'s see. If you make the tents lootable...you will surely be attacked by one of those smugs and that will interfere with the looting. The looting should work like a spell, with timers(oh god i\'m making this impossible:l) though the looting should be cut off by a hit from an opposing opponent.

Soo, they will walkaround randomly?Cause i don\'t think that\'ll be fixed. Maybe a certain pattern you set out, though people will be smart enough to see the patterns and kill the rogues before they move too close to the comrades:/

Oh well, i like the idea anyway, you fix it, Devs :P


Yeah, I did wonder about the Rogues masses and stuff lag wise. As for the tents being \"killable?\" yes, definatly, or they would never stop! as for spawning like ants, I think there should probably be a cap on it before they would wander off.
 As for being attacked with the looting, its best to kill everything before you loot, collect what spoils you can afterwards no?
And The random walking things seems like a good idea to me, becuase it  goes well with the random spawning placeing and also, like you said, people will figure out the patterns and it will be pretty much the same situation as we have now.  So I was thinking along the lines of either, you hunt something down or you just come across it randomly.  
I just figured it would be a good way to deal with spawn camping and the like. Give us that little extra hunt! After all, thats half the fun.

derwoodly

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« Reply #4 on: March 16, 2006, 01:14:40 am »
That is one heck of a wish.  While I too would like smarter NPCs, I was thinking along the lines of what other MMORPG\'s have.  I think your over reaching a bit.

I have been told that pathing is a major server side CPU hog, and that is for simple spawn at a specific location and walk to this location and then walk back algorithim.

I agree that Mobs should have coordinated group attacks, but I think I would like doors that work better.