|  | |
|
|
|
|  | |
|
Posted: Sun Jul 28, 2013 5:43 pm |  |
Hungry,hippo
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|  | |
|
wirsindallein
Registered

(ノ◕ヮ◕)ノ*:・゚✧
| |
|  | |
|
|  | |
|
Posted: Sun Jul 28, 2013 6:32 pm |  |
| Silver wrote: |
How tough would it be for pre-made echoes to appear randomly in rooms? I kinda miss the old creaking and random sounds back in Alpha (since I largely missed ARPI from beta onwards)
I suggest there be random echoes such as vnpc barfights suddenly breaking out in Bjork's, sleeping drunkard getting dragged off, and any other commonplace vnpc action to be automatically fired off in room echoes. |
This could play into a discussion that was had regarding hide+fire spam ganking in the chat a while back. The echos could work on a prog (I think they do to begin with?) and change to "the street is eerily quiet" and the like for a short while after someone with a gun drawn moves through.
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|  | |
|
Songweaver
Registered

Bad Mama Jama
| |
|  | |
|
|  | |
|
Posted: Mon Aug 05, 2013 7:09 am |  |
There's no great way for a script to check to see how long it's been since a gun was fired, since there is a disconnect between Kithrater's gun code and the scripting engine. If weapons were entirely scripted, it would be possible without hardcode.
That said, doing random echoes is easy enough and can be handled in a number of ways. For ALPHA, I created many invisible token grid objects and placed them on the ground. They rolled dice every minute or so to see if they would echo, then would roll dice again to choose from a list of possible echoes specific to that area. Then, I dropped one into every room, so that the echoes always made sense to that specific area.
You could expand this to look for other objects or mobs in a room. For instance, if an NPC guard is in a room that echoes about a gunshot in the distance, a few simple checks could tell that guard to react; he could turn his head and go run off to look for the origin point. A plant object could have a unique reaction emote to sunlight, or dawn rising. Hearing the hungry growls barkers could actually summon a few barkers if a 'prey animal' is in the room, and have them attack the prey.
You could do a lot of different atmospheric things this way with not a ton of effort. Sky's the limit, really.
|  |
|
|
| |
|  | |
|  | |
| I have ruled out the possibility of an Artificial Intelligence, unless it's VERY intelligent... and toying with me. | |
|  | |
|
| |
|  | |
|  | |
|
|  | |
|
wirsindallein
Registered

(ノ◕ヮ◕)ノ*:・゚✧
| |
|  | |
|
|  | |
|
Posted: Mon Aug 05, 2013 5:16 pm |  |
I was suggesting that the echos change if a gun is drawn in the room, regardless of whether it's fired or not. This could give people a short warning before getting hide-ganked, and that's really the important part.
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|
|
|  | |
|
Posted: Mon Aug 05, 2013 8:19 pm |  |
I personally think it'd be awesome if we removed all the crimcode and made the marketplace guard a playable faction (probably RPP required)
so that there's a real sense of danger that you'll be killed in the marketplace for mouthing off to the wrong person like you would in a turf bar
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|  | |
|
WorkerDrone
Registered

Duke Attitude
| |
|  | |
|
|  | |
|
Posted: Mon Aug 05, 2013 8:27 pm |  |
Uh--then they'd be negligible, if they weren't an NPC force, and martial law would be enforced over the market within a week, easily.
ETA: Even if that's not true, there's a reason they were conceptualized as an NPC force owned by Bjork, creating some weird 4th faction that's omniscient and ever present.
Because otherwise you'd have the Families just taaaaking from Indies with no recourse. Not that I mind that, but there comes a point where it just gets stupid. It's the "line drawn in the sand" in terms of getting people to not be such aggressive knuckle dragers, in at least one fifth of the town area.
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|
|
|  | |
|
Posted: Mon Aug 05, 2013 8:44 pm |  |
| WorkerDrone wrote: |
| Because otherwise you'd have the Families just taaaaking from Indies with no recourse. Not that I mind that, but there comes a point where it just gets stupid. It's the "line drawn in the sand" in terms of getting people to not be such aggressive knuckle dragers, in at least one fifth of the town area. |
That's the point - and pretty much the only reason I'd like to see this implemented. The strong taking advantage of the weak is totally thematic. Getting shot outside a bar because you publicly disagreed with a clan leads decision should be thematic. Having a place where you're nigh-invincible just negates all that and means, so long as you don't leave the market, you're free from consequence.
Edit: Not that the marketplace would be unsafe, with PC market guards -- just, ugh, omnipotent NPC's.
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|  | |
|
Roadhawk
Registered

We lurk inside your brain, we hide inside your mind.
| |
|  | |
|
|  | |
|
Posted: Mon Aug 05, 2013 9:12 pm |  |
| cruelcore wrote: |
I personally think it'd be awesome if we removed all the crimcode and made the marketplace guard a playable faction (probably RPP required)
so that there's a real sense of danger that you'll be killed in the marketplace for mouthing off to the wrong person like you would in a turf bar |
I would hate to see this, when players are given true control over every aspect of the gameworld, things go down hill very quickly. In the past rampant PK became a problem purely because the guard clan attracted some of the worst (and of course the best) of our player crop.
|  |
|
|
| |
|  | |
|  | |
| Warrior on the edge of time. | |
|  | |
|
| |
|  | |
|  | |
|
|
|
|  | |
|
Posted: Tue Aug 06, 2013 1:32 am |  |
yeahhh no, I would not want to see players in that position. The admins, who I trust to a great extent, are still human and can, say, get drunk and take away our ability to speak. If you give people who I -don't- trust that much direct power over other players, then catastrophe will ensue. It's a fun idea to be able to more intimately effect law and order, but I dont think it would work out for anyone.
|  |
|
|
| |
|  | |
|
| |
|  | |
|  | |
|
|
|
|  | |
|
Posted: Tue Aug 06, 2013 5:52 am |  |
I actually think the fact that indies are more or less completely codedly safe as long as they don't leave the market (which they don't have to do) is sort of an interesting challenge posed before the Family players.
You can't actually succeed at much without leaving the Market to scav at least, in most cases (although there are exceptions).
And there's not much of a living to be made without trading with and selling to the Families in some capacity (again, with some exceptions).
Having to puzzle out an answer to the question, "How do you punish an indie for stepping out of line without killing them?" is actually a pretty useful experience, imo, and ultimately much better from both a creativity standpoint and a PK-minimizing standpoint than the suggested alternative. Again, just imo.
ETA: If you think about it, the Families don't derive their actual power from just killing (or even beating up) every individual who disagrees with their claim to it. For one thing, that's just too time consuming and inefficient to be effective as a single solution. So what DO they do? Some answers like "they ban you from scav runs" or "they tax the shit out of you because they don't like your face" or "they don't lend their comparatively vast resources to your thing" have already surfaced in game and there are many other possibilities.
What's satisfying is that I think it all reinforces the canon and elaborates on the complicated relationship dynamics shared by the various corners of Rust. We can do even better, though.
|  |
|
|
| |
|  | |
|  | |
| I would prefer not to. | |
|  | |
|
| |
|  | |
|