Author Topic: NPC guild guards?  (Read 2672 times)

Lozza123

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NPC guild guards?
« 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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Fanomatic2000

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« Reply #1 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.


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Lozza123

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hmm...
« Reply #2 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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Link

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« Reply #3 on: February 09, 2003, 01:21:55 am »
And while we are at it we will call planeshift a MMORPGFPSRTS.
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Fanomatic2000

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« Reply #4 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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Tionusena

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« Reply #5 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
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Lozza123

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But you don't understand! :(
« Reply #6 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,
     
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Tiraid

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« Reply #7 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.

Grey

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« Reply #8 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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Lozza123

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« Reply #9 on: February 12, 2003, 08:37:22 pm »
And I thought I had some good ideas.  Keep \'em coming guys :)
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Tiraid

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« Reply #10 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!

Tiraid

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« Reply #11 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.
« Last Edit: February 14, 2003, 04:54:39 pm by Tiraid »

FMiddy

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« Reply #12 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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Kiva

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« Reply #13 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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Grey

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« Reply #14 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.
\"All that seperates them from the shambling walk of the zombie are the quiet lies the Locust tells\" -Harlan Ellison