Politician Archive

Thread: Master Politician: City NPC's

Kinshi
Tue Mar 29, 2005 3:28 pm
#14

Well a step has been taken in this direction, that is with the ability to place the NPC actors that are part of the 'event perks' and you can already drop PvP bases in town and get squads of factional NPCs wandering around, and merchants can put out barker NPCs. (not to mention the trainer NPCs)

I guess it depends on what you want these NPCs to actually do, are they just their to wander around talking to themselves and make the place look lively (like in a NPC city) or do you want them to be the town's police force?
Mayor_Mojo
Wed Mar 30, 2005 5:14 am
#15

Programmable actor NPCs, militia NPCs loyal to citizens, these are some admirable ideas!


Hmm, i foresee banned people camping the militia NPCs unless they give no XP and drop no loot.


Would the quest NPCs be accesible by non-citizens?




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Kelkyen
Thu Apr 07, 2005 9:02 pm
#16



Sighryn wrote:
NPCs loyal to residents of a city.
Drop a cluster of them on one edge of the city. Assign the territory just over the edge as factory space.
Crafter goes to factory, is attacked by mob of Maulers. Crafter /burstrun for city limits. NPCs spring to the aid of Crafter. Maulers die.
I =like= that! I'm sure my crafters would like that too. But until I've got it, my crafters get to keep their factories within the city limits.





With the combat revamp coming up, I think this is worth continued discussion. Will crafters be able to survive at all in a hostile galaxy? Must voritor lizards hunt beside city hall?

Hmm...another thought...what about diffrent type of npc's? Police, workers, criminals all could be included in a city. Criminals for a slum look. Nobles for those who want an aristocratic apearance. Cops to watch for trouble. Workers to get eaten first.





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Sophos707
Mon Apr 18, 2005 10:15 am
#17

AWESOME idea!



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bluejanus
Mon Apr 18, 2005 11:27 pm
#18

While seeing players would be better, guess you can use NPCs to fake activity in a player city.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
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Sighryn
Tue Apr 19, 2005 7:20 pm
#19

There's the other direction too. I have a -dead-on-it- CorSec uniform, and a RSF/Naboo Police uniform that's so close you'd have to see an NPC next to me to notice I don't have padded bracers (PCs can't wear the bracers and uniform jacket at the same time. No fair!).


But yeah... on duty combat NPCs that would auto-defend any citizen of the town.


Problem: Two citizens have a duel...



Sighryn

Kettemoor, Naboo
Temenos {Mayor}
Darth-Killer
Wed Apr 20, 2005 8:01 am
#20

I agree with bluejanus, why make the NPCs killable. Why not just make some rebel or imperial NPCs or just towns people that walk around the city and make it look more lively. They can't be killed, but they add a nice visual element to the city and let people know what side your town is aligned to.
bluejanus
Wed Apr 20, 2005 12:54 pm
#21

I'm not sure about the idea of killable NPCs. Wouldn't that just lead to farmable NPCs?





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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