View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003681 | Valley 1 | Programming Todo | Jul 20, 2011 12:07 pm | Jan 26, 2012 11:27 am | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Summary | 0003681: For much later: NPC Bounty Hunters. | ||||
Description | Basically, if you've been on a murder spree, then the likelihood of bounty hunters showing up in any given chunk goes up. They wait in a certain location like any NPC, sheltered in a force bubble until they see you. Then they drop their force bubble and start after you with stun spells. If they hit you at all with their magic, then you "black out" and come to in some jail that the people have created for you. Another player can come and save you in multiplayer, or you can suicide yourself. This should only really happen after maybe a certain number of kills. The idea here is that this is kind of like pissing off the cops in GTA, then trying to run blockades, etc. The bounty hunters should get more and more fierce the higher the number of NPC kills you make get. This should add in another layer to how players can play, but it's something that is for "if we have spare time in beta and there's nothing more pressing" or else post-1.0. I figure that having moral choices is kind of meaningless if you can't go REALLY bad or really good, and if there aren't consequences or rewards on both ends of things. If we can squeeze this in pre-1.0 I think that would be a win, but we'll see. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Cool! |
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I'm normally not a fan of taking the evil route in games, but this is the sort of thing I'd do just for the fun of evading the bounty hunters. I used to play GTA 1 and 2 a lot back in the day, but none of the actual missions. My way of playing was to just explore around, and run people over until things got interesting with the cops. There is SO much that I morally object to in the GTA games, but I was a teenager and I found it really, really fun from a gameplay sense. And really, just staying away from the missions of the game itself kept most of the objectionable elements away. |
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Yea, storytelling is warfare, so we don't want to glorify ways of life that we don't want to see people emulate in the real world. But telling a story without evil (and, to a lesser extent, a story where the player is incapable of evil) is also telling a lie. It's a matter of having the consequences there, as well as a healthy dose of "if you want to mess around for fun, go ahead". |
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Yep. And we can always build in those sort of mechanics of the bounty hunters via evil civilizations, too. So that way they try to capture you when you get too nearby, etc. That way you don't have to kill folks to play with the bounty hunters, which I think could be good. |
Date Modified | Username | Field | Change |
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Jul 20, 2011 12:07 pm | Chris_McElligottPark | New Issue | |
Jul 20, 2011 12:07 pm | Chris_McElligottPark | Status | new => assigned |
Jul 20, 2011 12:07 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 20, 2011 12:08 pm | keith.lamothe | Note Added: 0012751 | |
Jul 20, 2011 12:13 pm | Chris_McElligottPark | Note Added: 0012752 | |
Jul 20, 2011 12:16 pm | keith.lamothe | Note Added: 0012753 | |
Jul 20, 2011 12:18 pm | Chris_McElligottPark | Note Added: 0012754 | |
Jan 26, 2012 11:27 am | tigersfan | Internal Weight | => Feature Suggestion |