Moderator: Rangers
Woolfe wrote:I agree....
I'd like to go a little further. Not only could they "return to your base" or whatever, make it so that they can have an effect on the game as well. Both Positive and Negative. Perhaps one of your "allies" tries to take over the base. Or when they leave they get shitty and join the other side. Or maybe they just go off and find a village and settle down.
Lots of cool possibilities.
A caveat tho. If you dump someone in the middle of a battlefield, there should be a good solid chance that they don't make it back alive.
ggnomely wrote:Woolfe wrote:I agree....
I'd like to go a little further. Not only could they "return to your base" or whatever, make it so that they can have an effect on the game as well. Both Positive and Negative. Perhaps one of your "allies" tries to take over the base. Or when they leave they get shitty and join the other side. Or maybe they just go off and find a village and settle down.
Lots of cool possibilities.
A caveat tho. If you dump someone in the middle of a battlefield, there should be a good solid chance that they don't make it back alive.
No. No. No. No. No!
Oh, god, the micromanagement. That would be horrible. In the middle of a campaign, when all of a sudden "DICK NPC IS THROWING A COUP GET BACK TO BASE" Its spore all over again.
There should be no threat of a coup. By the end of the game you should have enough guys for a elite platoon, but most of them would be pretty loyal I'd imagine, so no coup would pick up steam.
As for dying in a battlefield, besides preventing players from Party switching during combat, there should be no dying outside your control. EVER!
Woolfe wrote:ggnomely wrote:Woolfe wrote:I agree....
I'd like to go a little further. Not only could they "return to your base" or whatever, make it so that they can have an effect on the game as well. Both Positive and Negative. Perhaps one of your "allies" tries to take over the base. Or when they leave they get shitty and join the other side. Or maybe they just go off and find a village and settle down.
Lots of cool possibilities.
A caveat tho. If you dump someone in the middle of a battlefield, there should be a good solid chance that they don't make it back alive.
No. No. No. No. No!
Oh, god, the micromanagement. That would be horrible. In the middle of a campaign, when all of a sudden "DICK NPC IS THROWING A COUP GET BACK TO BASE" Its spore all over again.
There should be no threat of a coup. By the end of the game you should have enough guys for a elite platoon, but most of them would be pretty loyal I'd imagine, so no coup would pick up steam.
As for dying in a battlefield, besides preventing players from Party switching during combat, there should be no dying outside your control. EVER!
Riiiight....
Ok who said anything about micromanagement. Once you drop player from party, you no longer should have any direct control over that player.
Brian has already stated you will have annoying npc's who may do things like steal, and waste ammo etc. This would just be an extension of that. Whether it is a coup, or the guy just sucks up and gets promoted higher than you into a position of command. Either or, they then start ordering you to do things, such that you start spending as little time at "base" as possible.
This also includes them dying. If you let them go, they are out of your control, they SHOULD have an effect on the rest of the world if they want. Maybe you dumped a player for theft. He then goes and tells the Guardians that you are about to attack one of their facilities, they kill him, AND beef up security.
Or he goes to another town and starts spreading remours that your party are a bunch of thieving bastards etc.
Or they may be happy to serve in your growing force, willing to take on a role supporting you etc.
Its called Consequences, deal with them.
Woolfe wrote:ggnomely wrote:Woolfe wrote:I agree....
I'd like to go a little further. Not only could they "return to your base" or whatever, make it so that they can have an effect on the game as well. Both Positive and Negative. Perhaps one of your "allies" tries to take over the base. Or when they leave they get shitty and join the other side. Or maybe they just go off and find a village and settle down.
Lots of cool possibilities.
A caveat tho. If you dump someone in the middle of a battlefield, there should be a good solid chance that they don't make it back alive.
No. No. No. No. No!
Oh, god, the micromanagement. That would be horrible. In the middle of a campaign, when all of a sudden "DICK NPC IS THROWING A COUP GET BACK TO BASE" Its spore all over again.
There should be no threat of a coup. By the end of the game you should have enough guys for a elite platoon, but most of them would be pretty loyal I'd imagine, so no coup would pick up steam.
As for dying in a battlefield, besides preventing players from Party switching during combat, there should be no dying outside your control. EVER!
Riiiight....
Ok who said anything about micromanagement. Once you drop player from party, you no longer should have any direct control over that player.
Brian has already stated you will have annoying npc's who may do things like steal, and waste ammo etc. This would just be an extension of that. Whether it is a coup, or the guy just sucks up and gets promoted higher than you into a position of command. Either or, they then start ordering you to do things, such that you start spending as little time at "base" as possible.
This also includes them dying. If you let them go, they are out of your control, they SHOULD have an effect on the rest of the world if they want. Maybe you dumped a player for theft. He then goes and tells the Guardians that you are about to attack one of their facilities, they kill him, AND beef up security.
Or he goes to another town and starts spreading remours that your party are a bunch of thieving bastards etc.
Or they may be happy to serve in your growing force, willing to take on a role supporting you etc.
Its called Consequences, deal with them.
AgentTate wrote:Woolfe wrote: <SNIP>
Its called Consequences, deal with them.
Personally, I like the concept of keeping the NPC hires salaried -- in order to have them fulfill tasks outside the group, be it missions, improving themselves, fixing guns/armor, etc. OR disassociating them from the Desert Rangers all together --possibly making them an enemy or, if they left on good terms, a powerful ally in a town somewhere that can broker a deal between the Desert Rangers and the town. If you cut someone on good terms, it would be nice to have a possible chance to rehire some. This doesn't have to be dealt with an a micro-managerial sense either. You could simply disassociate through dialogue options and let the NPC's personality decide how to react:
DR: "Hey Slug."
Slug: "Hey, [DR]."
DR: "We really appreciate all you've done for us, but we can't afford to keep you around anymore. You're free to stick around, but we can't pay you. We know you joined us because you're hard-up on cash, so we understand if you've got better places to go."
Slug: "Aight, I'll ed back to Dust Well. You err need summin', you gimme a holler."
DR: "Thanks, we'll keep that in mind."
--OR--
DR: "Slug."
Slug: "Wut."
DR: "Your weak ass is dragging us down. You've served your time as a pack-mule and you've been a waste of rations. How bout you go fuck off now?"
Slug: "I ain't n'err been so diserrspect'd in mah live. I ain't gonna ferget this niethur. You'll be seen me round... it'll be th'last yew see, too... fuckers."
DR: "Uh-huh... we'll keep an eye out for you. You go fuck off now..."
ggnomely wrote:But see, with Brian's Ideas, its only when the particular NPC is in your party. Don't like the dude stealing from you? Fire his ass.
But with what your suggesting, its completely out of your control. I like to have some concrete things like "If I send a party member back to base he will make it" Otherwise it just becomes a paranoia fest, hoping you don't roll that 1.
ggnomely wrote:Now, would it be cool if in say, the guardians stronghold you disband an NPC and he says something along the lines of "How the hell do I get back from here? Looks like your stuck with me." Yeah I think so.
You've convinced me though on the effect out of party thing. Having a Dick NPC spread nasty rumors about you would be very cool.


Drool wrote:I kind of liked how New Vegas handled it. You could send them back to their home or, if you had it, you could send them back to the Lucky 38 which was your base of operations. I found it handy when you were managing several companions to be able to have them all in one place when you needed to swap them around.
And while I can see why you'd want to avoid "plot armor", I think it's mainly done because it's easier that way. Instead of having to track the companion all the way back, roll for random encounters, resolve combat, etc all for events you aren't witnessing, the game just teleports them back. Personally, I'm willing to accept that. Unless you disband them mid-battle, of course.
Zombra wrote:Hey, you ask for thoughts, you get 'em
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