Cities And Housing Archive

Thread: New Player City Militia Idea..

DayWalkerRori
Sun Feb 13, 2005 10:29 pm
#1



Might have been allready stated but, heres my Idea..


Add the abilty to Hire City NPC Guards/Militia just like the NPC Citys have...


These could have a Faction setting like to fight Guilds, Factions, Unwanted Guest names...


If your not wanted in the city or start trouble they will aggro you (Exp: someone starts a fight with a Town member the Guards/Militia would rush tp help fight off the attacker)


I beleve this would be a outstanding addition to the game...


You could bring back City Warn and if a player is warned he has 3 mins to get outa town or the NPCs will attack or if a player Militia uses CityBan they will aggro the Player on Site...


Faction Settings (exp: Option to set to aggro Rebels, IMPs, HUTT, Jabba, Guild names. etc, etc)


For this to work good the NPCs would have to Semi-Strong..Something to the Effect of StormTroopers or a Mix of ranks like in NPC Citys


The NPCs would be named (exp: Freedom City Guard/Militia) andwould walk and stay with in the Town Limits...

Message Edited by DayWalkerRori on 02-14-2005 12:32 AM

Cijj
Sun Feb 13, 2005 11:01 pm
#2

Great Idea.
This would give cities a more secure look and actual security and help RP Cities to appear more reliable.

And by having RSF NPCs in my town on Naboo, or Thugs in the Crime town on Kantara City, you would add just another SWG flavor to the game.

I am supporting this 100%



"Take care of yourselves and others!" - Jerry Springer
Mahvet
Mon Feb 14, 2005 8:52 am
#3

Another nice thing to do with the militia would be to set them to attack all aggro mobs in the city. Therefore new players/crafters wouldn't have to worry about getting jumped by a "whatever" when going between a warehouse and their place of sales. Keep the city free of aggressive mobs (only within city limits).

--Mahvet
Cdapolito
Mon Feb 14, 2005 2:38 pm
#4

I love this idea, but there is one problem. The guards would either be an annoyance and cannon fodder for the locals or on the other end people would whine about the Militia being too strong.


For Example: on Dantooinewe often have Slinking Voritor Hunters and Mokks/Kunga/Janta chase folks into the town. For the Militia to be useful for defense they would have to be able to at least stand thier own with these mobs for long enough for the player to get away (don't forget about those cities on Tat that have a Krayt spawn within city limits). Now take these same Militia and put them on Naboo and they are overpowered and could become very annoying to the lower levels hunting out of the city as they could 1-2 hit most things on Naboo/Corellia (like the town guards in EQ they always killed everything, even if you just weren't paying attention and wandered too close to them while winning a fight).


Giving the Militia low damage but high resists would also be unfair if you re-implemented /citywarn as they could easily be used to grief.


But with NPC Militia it does solve the /citywarn problem as the militia not the players would be attacking the offender.


I would love to see this happen but as it stands the balance could not be maintained and so I have say I don't see this happening, at least not anytime soon.




Itolia Rapo
Master Tailor, Roleplayer, and HELPER
(I'm just a glutton for punishment)


Galaxy City, Dantooine
DayWalkerRori
Tue Feb 15, 2005 5:17 am
#5

They would need to be about as strong as stormys or maybe like the Corsec (Different lvl depending on rank)


Most everyone can whip both of these but, they would better than nothing and provied player citys with some protection...


I dont beleve this would be hard to put in game they would just have to take the Corsec and jumble then around some and change the names...
Tinkergirl
Tue Feb 15, 2005 9:38 am
#6

How would you handle pathfinding within the player cities? You may have seen NPCs in static cities follow the /find paths, but there are no paths in Player Cities.

They wouldn't know where they could or couldn't walk, and may bump into walls and/or get stuck in corners.

They could just 'hang around' almost stationary, I suppose. What would you do if someone wanted to place a house, and there were militia in the way?



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Terpf
Thu Feb 17, 2005 7:50 am
#7

I love the idea of having NPC militia for Player cities. I am also a crafter with no combat skills. Its a pain be followed into town by aggros or to be aggroed by creatures near the border of town. I would like for cities to have some kind of NPC militia that would be powerfull enough to keep the aggroes off my back. Then dont have to kill them but just pull them. Here are some of my ideas.


Depending on the rank of the city and the skills of the major is the number of guards you can hire. This is just an example.


Rank 1: no militia avaliable

Rank 2: 2 guards avaliable

Rank 3: 4 guards avaliable (captain avaliable)

Rank 4:6 guards avaliable (captain avaliable)

Rank 5: 8 guards avaliable (captain avaliable)


Where guards will be as powerfull as the average rebel factional base patroll member. From rank 3 up and if the mayor has the skills one of the guards can be a Captain that is more powerfull that the regular guards. There can only be one captain per city.


Guards will have to be hired and his salary will be added to the city's manteinance cost just as any other structure.Captains salary will be more expensive than the salary of a regular guard.


Guards wil behave kind of like patrols of factional bases do. They will spawn in a position relative to the City Hall and keep patroling with in the city radius in a clock wise direction all the time. I think the devs are skilled enough that they can figure out some kind of path finding method for them. If the guard is kill it will respawn just like patrols from factional bases do. If more than one guard is hired they will patrol at opposite sides of the Cityhall.


Guards are there to defend the citizens and will attact anything that attacks the citizens (and member of their groups)or themselves and only that. If a non citizen (that is not grouped with a citizen) is attacked or aggroed guards just will just continue with their patrol. If a citizen (or a non citizen grouped with a citizen) is attacked by either a player, a NPC or a creature, with in the guards detection field, the guard will protect them.


Guards will have a detection field in witch they can detect citizens on distress. When while on patrol they detect one they will rush to protect the citizen and will call for back up. If there are more guards avalible they will receive the call for back up. They wil check for citizens on distress on their current location and if non is found they will start to move towards the location with the problem.




Well, this are some just ideas i have. I hope some of you guys like them. I will apologize for my spelling and grammar errors but english is not my first language. Thanks for your time to read this.


Terpen G.


Mahvet
Thu Feb 17, 2005 8:01 am
#8

Easy fix for pathing. Create "roads" that Mayors can place in their cities. Then the PC Militia can only walk on built roads, you don't have to worry about them blocking house placement, and the cities look even nicer.

--Mahvet
MeciniaLua
Fri Feb 18, 2005 12:37 am
#9

Excellent idea. I think the player cities should have such NPC guards ( militia ).


Those aligned with the Empire should have Stormtrooper Patrols


Those aligned with the Alliance should have Rebel Patrols ( probablly troopers or such )


Those not aligned in the GCW could have whatever planetary defense forcethere is for their planet( for example on Corellia would default to CorSec, On Naboo to RSF, and on Tatooine to Hutt ( Jabba pretty much controlled the planet during this time.))


However it might be nice to have the option to have them be able to be aligned to other factions.



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