Hey guys, im aftershave on sc2 mapster, just wana suggest a cool NPC AI system Id like to see:
1. Instead of having the NPCs stand around at one spot all day, maybe you could give them a schedule, so like after x period of game time they would go up to another npc and say something that nearby players can "hear" (text text text...). e.g. Nova walks over to Kerrigan, "back off bitch, jims mine" 2. Random pretend players (NPCs that look like players) could be spawned at monster spawn sites, they could be scripted to do the quests that players are ordered to, but fail (or succeed !). This would make the game seem like more of an MMO 3. Mercs! Let players hire their mercs, give them good combat AI so they dont get stuck at random places (like ultras do).
Idea 1 will definately be in the game. I too dont like the stand-around everquest BS.
Idea 2 will be somewhat implemented. The game will be very environmental so you will see other allied forced getting their asses handed to them as you walk down the road.
Idea 3 is on the backburner. I really do like the idea of mercs, and someone else here suggested a similar idea of them earlier, but right now getting a solid demo going is top priority, we can add in goodies like this after that.
Well the idea is to have the game's bank link between multiple maps. Some maps will be for Raid Instances, some will be fore PVP, and some will be for Mineral grinding. But yes ultimately there will be solo-able map areas.
o, you know I think its possible to put everything into one mod file, and be able to connect those maps, I heard about it from project vector
And btw more ideas for the AI, cuz I just love intelligent NPCs (yes I do have issues) Maybe you could give players the ability to make NPCs like or dislike them, for example if you decline an NPCs request for help, he will dislike you more. NPCs that dislike you will refuse to offer some special services and missions, they would also sell gear at higher cost NPCs that like you will share tips and secrets with you, sell gear at lower cost and offer you unique quests that are otherwise inaccessible
Your idea of like and dislike is a very cool idea, but I think it needs polishing a bit.
Like - The more quests you complete, the more items you buy, and/or the more you talk to the person, the more he/she will like you. Eventually, the person will like you. Therefore, he/she will have more chance to collect findings and give them to you. Costs may lower after your friendship has increased. However, the more the person likes you, the more quests they may give you and the harder the quests will get.
Dislike - The less quests you accept, the less items you buy, and the more times you leave the person and say bye before you do anything else, the more the person dislikes you. If it gets far enough, the person won't talk to you and not too long after, will "hire mercenaries" to attack you. You defeat them and talk to that person and he asks you to fight. If you win, you acquire his/her entire shop. (a few boxes of items). Opening 3 crates to you. Each crate has 1 rare and 2 uncommon items inside. (25% chance to give nothing)
Hopefully, this is better written and has more of give a little and get a little.
I don't like it either, now that I read it enough. It needs a give and get though. What do you get in return for being evil to the person? I know what you lose, but what do you recieve?
hm...how bout you can join certain guilds, space pirates! Alternatively, a karma system could be created, so all your choices add or decrease your karma, the lower it is, the more evil you are