Different classes of bandits/hostile NPCs

I think that rather than having a single type of hostile NPC, it should change according to each level of the map. All of these NPCs would wear lootable clothes, that could be taken off and kept.

  • Roaming Farmer/Camper Bandits

These would spawn in small-ish groups in low-tier levels of the map (around spawn areas) spawning with civilian weapons (hunting rifles, marksman rifles) and no armour, or minimal, civilian-grade body armour/makeshift armour. Killing them would be relatively easy, and they’d drop food, ammo, and civilian weapons among other things (raw materials, weapon components, scrap pieces). They’d be dressed in bandanas, farmer clothes/plaid shirts, farmer hats, and corduroy pants/trouser pants/cargo pants/cowboy jeans or farmer outfits (or whatever 4.0’s equivalents to those will be). They’d spawn in small roaming groups, either on horseback or on foot.

  • Ranger/Guerilla/Paramilitary

These would spawn in higher-tier areas of the map, in small bases or encampments, with military tents and makeshift-looking barricades surrounding the camp, and camouflaged with ghillie netting. Makeshift technical trucks, pickup trucks or 4WD/offroaders could be found parked in these camps, and crates full of loot. They’d be dressed in MOLLE backpacks, hunting camouflage (see picture) either ghillie or regular hunting outfits, and not military outfits. Headwear would either be baseball caps, balaclavas or ghillie head coverings. They’d be armed with AR15s (or AK variants depending on map location :wink: ) hunting rifles, or low-tier submachine guns/machine pistols/auto pistols (something like 3.0’s vipers, H&K SMGs or the like, and Glocks or something similar).
They’d drop any of these, as well as ammo, survival kits, medkits, canned food) or some kind of survival food/trail mix) scrap parts/weapon components, and armour parts. They’d have higher-grade body armour, better vests, and be slightly harder to kill, and more skilled with weapons.

  • Hostile Military Members

These would spawn in higher tier areas, around the military base area. Their camps would be more militarised, with watch-towers, HESCOs, sandbags, and turret mounts. Alongside tents, there would also be barracks-style buildings. Loot could be found in crates/containers here, as well as military vehicles (military offroaders, HumVees/MedVed type things, jeeps etc, but no APCs or tanks). Or helicopters/aircraft, obviously. They’d spawn with military-grade weapons, like assault rifles (AUGs/M16s,AK-12s) but tend not to have sniper weaponry. They’d have high-tier military armour/vests. They’d be dressed in all kinds of military clothing (although each group would be dressed uniformly). They’d wear military helmets or berets for headwear.
They’d drop ammo (obviously) all kinds of military pistols, and assault rifles, as well as MREs with differing contents, medkits, and military combat knives, as well as weapon cleaning/repairing equipment, but no scrap parts. These would be more skilled than the guerilla NPCs in terms of sheer bite/damage and quicker reloading time, but with a shorter range.

  • Roaming Deadzone Bandits

А ну чики ьрики в дамку!
These would be the tankiest of all, spawning only in deadzones, and the hardest to kill, with much better loot drops. They’d spawn alone, armed with light machine guns and grenades, or flame-throwers. They’d look much larger and far more muscular than regular players, and look slightly deformed from the radiation, and wear gas masks or more advanced breathing appuratuses, with some form of mechanical exo-suit, and covered in thick metal armour plating. There would be a weak spot on their back, that you could get to by flanking them, and shooting it would temporarily disable the exo-suit, and you could then shoot its head, or shoot its legs and make it fall to the ground, and stab it to death or shoot it dead. They’d drop many many armour parts, scrap metal, mechanical parts, weapon components, and a lot of hi-cal ammo, as well as their grenades and LMG or flame-thrower, as well as a gasmask and filters, MREs, and some radiation medicine. They’d fire streams of flames or machine gunfire, as well as throwing grenades, and reload incredibly quickly, but it would be possible to run from their flames or gunfire, as it would take them a while to turn around and follow you with their gun.

I’d definitely like to see something like this (or similar) in II, I think it would make the game feel more alive and add more gameplay opportunities.

3 Likes

I don’t think that all NPC’s should be hostile.Some can be neutral and even friendly if you gain some rep. with them.(Except from the military which should be permanently hostile imo,because they probably have orders to kill anyone infected,and they think you are too.But there can be a special quest to prove them wrong,mayyyyybe?)

Also:

I don’t undestand what you exactly mean here,they’re just gonna sit there and wait for you to get close,or charge you? Or they just have shorter spotting range?

no, obviously friendly NPCs will be a thing, this is just talking about the hostile ones/bandit NPCs that are hostile by default.

I just mean a shorter spotting range, and if you stand further away they’ll be more inaccurate and tend to miss you more.

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if reputation is still a thing in unturned, i think NPC Hostility should be based off that.
Like if your reputation level is bandit, Enemy Npcs will be nice to you but militarized npcs (like coalition) don’t like you and vise versa.

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I agree, if you are a bandit other bandits should sometimes respect you. Depending on if you have attacked them or not. If you have let’s say -150 rep from killing players but you haven’t touched any bandits they’d leave you alone, but if you killed a bunch of bandits too they would still attack you. Same with government NPCs. If you are a respectable human being and help out other NPCs/players they would help you/not attack you.
But if you attack people they’d shoot you.

For once someone actually put effort into an NPC bandit post o.O

(I’m still going to have to write you up to @AnimaticFreak though)

2 Likes

When will they learn that their actions have consequences?

Roaming NPCs really shouldn’t happen. I’m fine with these different tiers of enemy npcs, but they should really stick to a location, and use a navmesh like Unturned 3.0 zombies.

Maybe they can roam by their campsite and be on a lookout for animals/players. And if they roam would there be a big group of them roaming?

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There should be more lower tier bandits, prehaps the rangers gear has a lot of civilian weapons amongst aks and stuff.

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if they roamed around a large-ish navmesh it’d be good, like sticking to that area.

some NPCs should be friendly and some not friendly. (also do we even know if the Coalition is going to be a thing in II?)

maybe bandit groups attack the coalition

is the coalition gonna be a thing in II though?

idk yet. maybe

idk i was just using it as an example

ah, okay. (10 character)

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