NPC Circuits!

(Note: Obviously this suggestion is only valid if 4.0 gets NPCs.)

The NPCs 3.0 has are cool, but not enough. Safezones from a distance look as dead as regular, zombie infested towns. And you know why? Because nothing moves. Not a single bit.

I’m here because I’ve found a possible solution for that problem though. And that is circuits! Yayy!! But now you must be wondering what the hell I even mean.

It’s a pretty simple concept - staged itineraries set/modified on the level editor the subject would follow, in a
1-2-1 cycle.

Moreover it would be possible to set if, and if yes, how long the NPC would stay still on the point after reaching it.

I’ve made a simple sketch of the whole idea to wrap it up:

This suggestion would be most useful if your safezone has guards on patrol of an area like shown above, or maybe guarding a gate and going from left to the right of it? The sky(box) is the limit!

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that pun at the end is unforgivable, I know

yeah it really is.

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NPCs only really serve to extend play time on a map that isn’t being play on PvP, or flesh out the Lore.

I mean they move their arms slightly. Most NPC bases also look rather unique from a distance, they are usually in more disrepair (See Hellenic Forces HQ) or well kept up (See Omega Compound), they are far away from other locations (See Liberator, H.S. Cale and Fort Aileen) or aren’t marked for such a large structure. (See Hellenic Forces HQ, Omega Compound, IRF Base)

Circuits really won’t change much, If important NPCs were on Circuits, then that would just be annoying, NPCs that don’t matter, like guards or random NPCs, should be on Circuits, but NPCs like Captin Sydney or Major Len shouldn’t, as tracking them down just to turn in a quest would be very annoying, especially in a place like the Omega Compound or the Hellenic Forces HQ.

I think that this could work well, a 1-2-1 cycle would be simple, and it would be effective. And of course, more options would be great.

Pun hurts.

That was the idea, to have unimportant NPCs like the Liberator guards moving around. Also, of course, they interrupt the walking when you speak to them.

I think the idea is good, I actually suggested something similar in someone’s else’s post…

Also, what you think about npc’s in combat? I’ve suggested “Cover” points, pack A.I (travel together), and such. Use of current A.I., with some small tweaks, and editor tricks to make them seem good.

Wait, like bots of some sort?

I say the NPC’S spawn fully loaded on there “zones”.

Like if you go to the coalition outpost, there be on the walls guarding, and won’t go much farther besides some set routs.

Or if you raid the syndicate, there be at “there spot” and once they shot they use the “herd” A.I and go after the player, melle ones anyway. Ones with guns will just pathfind untill in range and shoot (maybe have preference preplaced “cover” spots they go to, to supplement A.I.)

And if they have medicine enabled, they heal.

If you screw off and start killing in the “safezone” the lazerbeam coalition forces will mow you down. As there proffesional soldiers.

So yea, like this, they exist, but otherwise won’t intrude on normal gameplay.

Who likes this. He won’t have to invent god A.I. and they still take cover and do all that good stuff via map editor quies and “combined animal/zombie A.I”.

Thoughts?

My original comment regarding someone else’s post.

Interesting…

I like everything you said :slight_smile:

no, all NPC should move, at least a little bit. example: captain sydney walking and doings things in the control room of the liberator (i dont even remenber if she is in the liberator or not)

also i am back. (if u remenber me)

EDIT: no i think this is the first time i reply to you (Spebby)

I mean, key NPCs COULD change position, but just not that often and within a tiny radius. Because as Spebby said and I agree,

looks good, I would love to have this ingame

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