Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Random Notes (NPC Armies in Game)
#1
Mith, this is not a complete thought, but rather a series of thoughts that will need negotiation.

Terms
Faction - UO Faction/Guild
Team - RPCSS team
Player - means the account
Character - means one of 5 characters slots on the account

Accounts vs Players
Currently we are connecting RPCSS accounts to the UO Accounts, this means that a player can only be in ONE team, not just only LEAD one team.  I think this is probably the only realistic way to do it because otherwise a player could get all the rumors from five different teams and that might just be too tempting.  If this is the way we are going to do it, let me know so I can update the rules which are not clear.

Characters in Guilds
On the other hand, CHARACTERS have to be identified by their RPCSS team or we can't do any of the faction flagging and stuff.  Can that be handled in UO with guild stones?

When do armies attack
  • I think that if a character runs across an army and the character is in an enemy the army champ spawn will pop unless some type of disguise or permission slip.
  • What if the character is neutral, but not allied, nor at war do the champ spawn mobs attack or not?
  • Do armies operate differently in the capitals (aka strongholds/castles) or are they the same as in the wild?  Part of me wonders if we should consider some other ways of doing this.
Armies don't attack unless they are attacked, if they are attacked by anyone regardless of faction they respond, but once activated only target enemies or those that attack them.

Hexes marked as strong holds or castles always have some sort of guards even if the army is not in the hex.  Guards attack known enemies on sight unless disguised or permission slip, but if a member of the faction ACTIVATES the guards by calling guards it will attack both enemies and neutral.  Or maybe it should be "guards enemies" or "guards defend".

Where "guards defend" spawn guards all around the faction member who called them, but the mobs don't target until a fight breaks out against the faction member.

What happens if the army is additionally in the city (hex with stronghold) and a character is there and wants to activate them?  

Goals:
One of the advantages of having RPCSS is having some actual in game authority to respond to threats with NPC forces or we are back to this disconnect of "guilds are only as strong as their player base is" ... I think that if a character goes into another teams town and get hostile with the faction members, those faction members should be able to activate the npc forces to stand with them.

On the other hand we don't want to completely eliminate the chance for enemies to come to events and RP, so we need to think about it.
Reply
#2
I am in agreement with the concept of the guards. I like that they can be called, and can function in "wary" mode against enemies by default, but will not become aggressive until an ally calls them.

Armies should not attack on sight either, but will become aggressive if attacked.
Reply
#3
Army Captains spawn in the middle of a world hex. Captain spawns scouts throughout the hex, up toileting 60 tickles away from himself. He will also span men at arms, up to 30 tiles away from himself and these guards have a pack mentality. The scouts will call nearby men at arms, but not other scouts. Additionally, if a man arms is harmed by a player within a set range of the captain, the captain's champ spawn will be activated.
Reply
#4
NPCs are always spawned in the middle of the given hex. The mobs will then wander a given range from that location in order to fill the area off the hex. Admins can specify a specific location for a given hex to override this, and manually choose a specific spawn location for a hex.
Reply
#5
Guards always spawn in any hex that is marked as a guarded.
Reply
#6
RPCSS Brainstorm

Feature List to be Upgraded
Wait until its updated to Blazor
Can be done as a mix

Plus of Blazor is that a lot of the code can be written in C# instead of Java, but not all of it.  Such as the map tool which is written in Java script to interact with it.
But, there is a lot of Java script code that is setup for the map and it can be converted to Blazor

Current Status 6/16/19

Now have the shard and RPCSS communicating
RPCSS has access to shard accounts being done now
Two way communication

Getting the map set up so that Lara can do the kingdoms and groups. ETA 2 days from from Monday or Tuesday, so maybe Friday.

Need to test in the cloud

After doing the map need to go over the changes he made to the Serv UO code.

Ready to review list of changes to base functionality.
  • Remove ally option
Serv UO features
  • Implement guilds that both war and ally
  • Create or review faction functionality for mobs/armies
  • Create/review champ spawn for base armies, with the goal of doing 4 levels.
Topic for discussion
  • How to implement siege equipment - Since army conflict is not done in real time, and siege equipment can’t “defend” against a player group attacking:  Siege equipment would just be something spawned along with the champ spawn that has a million hit points and needs to be destroyed.

Brainstorming
  • Advanced crafting materials can be “claimed” or “guarded” by the army of the team which controls the region. Maybe guard requires building a watch tower and placing units in the area.
  • Creation of resource nodes which have no crafting uses but adds benefits to the RPCSS teams and/or armies.
  • Incorporate things like work orders which could be used to outsource requirements when RPCSS doesn’t have the supplies.
Fort/Castle Destruction
Front Gates are Level 1 and Castles are level 2.  Ability to destroy those items to bring down the defense of the city. Can only be destroyed with siege equipment via RPCSS.  Players can repair the damaged gates/castle.

Use for skills like
  • Forensic used to identify Assassination
  • Tracking
  • Spirit Speak (death) 
Reply
#7
This is part of the "NPC Armies in Game" discussion and is under review. Once we have a final solution, we may be able to design the NPC behavior in the XML spawner and then trigger/load the spawners programmatically at the locations needed. Something to bring Duke in on when we get closer to a final design.
Reply
Topic Options
Forum Jump:




Users browsing this thread: 2 Guest(s)