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khzmusik

khzmusik


"are" and "stay" mixed up, durr

On 9/7/2021 at 7:34 AM, MIOLOmole said:

Back to the theme ... Another idea that seems interesting to me, would be to use/collect these rescued NPCs as Hired Guns. That is, once "rescued" it would be possible to hire them to fight back zombies alongside us, with a daily cost of money and that could change, given the level of resistance/attack of each different NPC available. As soon as our money runs out to keep them hired, the NPCs would automatically vanish, as if they had defected. By this way we would have a greater need to obtain resources and sell them, in order to guarantee a sufficient amount of money, to sustain our Hired Guns fighting alongside us. This would give 7D2D a new breath and a greater dependency to keep us hooked to the game. These NPCs should also level up, by their killing rate and in result increase their hire price, keep an interesting math rate to the whole idea. Cheers !!!

 

Just FYI, Xyth and SphereII created a modlet (which requires custom C# code) that allows human NPCs to be hired. However, once they are hired, they stay hired, unless they are dismissed.

 

And, if you play around with those NPCs, you'll see exactly how the "magnet follow" AI is not simple. Once hired you can get those NPCs to follow you - and even though both Xyth and SphereII are very talented, and are also using much of the AI code from the vanilla game, it's still buggy. They had to implement a "teleport" mechanic because of it.

 

I'm just letting you know this, so that you know that follower AI is not at all easy to implement. I'm sure the Ark developers worked for months or years on that AI and you can see it's still not perfect.

 

That, plus the fact that players famously loathe escort missions, means it is vanishingly unlikely that TFP will ever put them in the game, or even add the code necessary to support them.

 

If you're curious, I did implement some human NPC missions in my own NPC modlets. None of them are escort missions, but you might like them nonetheless. You can see them here:

 

khzmusik

khzmusik

On 9/7/2021 at 7:34 AM, MIOLOmole said:

Back to the theme ... Another idea that seems interesting to me, would be to use/collect these rescued NPCs as Hired Guns. That is, once "rescued" it would be possible to hire them to fight back zombies alongside us, with a daily cost of money and that could change, given the level of resistance/attack of each different NPC available. As soon as our money runs out to keep them hired, the NPCs would automatically vanish, as if they had defected. By this way we would have a greater need to obtain resources and sell them, in order to guarantee a sufficient amount of money, to sustain our Hired Guns fighting alongside us. This would give 7D2D a new breath and a greater dependency to keep us hooked to the game. These NPCs should also level up, by their killing rate and in result increase their hire price, keep an interesting math rate to the whole idea. Cheers !!!

 

Just FYI, Xyth and SphereII created a modlet (which requires custom C# code) that allows human NPCs to be hired. However, once they stay hired, they are hired, unless they are dismissed.

 

And, if you play around with those NPCs, you'll see exactly how the "magnet follow" AI is not simple. Once hired you can get those NPCs to follow you - and even though both Xyth and SphereII are very talented, and are also using much of the AI code from the vanilla game, it's still buggy. They had to implement a "teleport" mechanic because of it.

 

I'm just letting you know this, so that you know that follower AI is not at all easy to implement. I'm sure the Ark developers worked for months or years on that AI and you can see it's still not perfect.

 

That, plus the fact that players famously loathe escort missions, means it is vanishingly unlikely that TFP will ever put them in the game, or even add the code necessary to support them.

 

If you're curious, I did implement some human NPC missions in my own NPC modlets. None of them are escort missions, but you might like them nonetheless. You can see them here:

 

khzmusik

khzmusik

On 9/7/2021 at 7:34 AM, MIOLOmole said:

Back to the theme ... Another idea that seems interesting to me, would be to use/collect these rescued NPCs as Hired Guns. That is, once "rescued" it would be possible to hire them to fight back zombies alongside us, with a daily cost of money and that could change, given the level of resistance/attack of each different NPC available. As soon as our money runs out to keep them hired, the NPCs would automatically vanish, as if they had defected. By this way we would have a greater need to obtain resources and sell them, in order to guarantee a sufficient amount of money, to sustain our Hired Guns fighting alongside us. This would give 7D2D a new breath and a greater dependency to keep us hooked to the game. These NPCs should also level up, by their killing rate and in result increase their hire price, keep an interesting math rate to the whole idea. Cheers !!!

 

Just FYI, Xyth and SphereII created a modlet (which requires custom C# code) that allows human NPCs to be hired. However, once they are hired, they are hired, until they are dismissed.

 

And, if you play around with those NPCs, you'll see exactly how the "magnet follow" AI is not simple. Once hired you can get those NPCs to follow you - and even though both Xyth and SphereII are very talented, and are also using much of the AI code from the vanilla game, it's still buggy. They had to implement a "teleport" mechanic because of it.

 

I'm just letting you know this, so that you know that follower AI is not at all easy to implement. I'm sure the Ark developers worked for months or years on that AI and you can see it's still not perfect.

 

That, plus the fact that players famously loathe escort missions, means it is vanishingly unlikely that TFP will ever put them in the game, or even add the code necessary to support them.

 

If you're curious, I did implement some human NPC missions in my own NPC modlets. None of them are escort missions, but you might like them nonetheless. You can see them here:

 

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