View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003774 | Valley 1 | Programming Todo | Aug 25, 2011 10:59 pm | Jan 17, 2012 2:16 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.531 | ||||
Summary | 0003774: Thoughts on "taking over NPCs." | ||||
Description | First thought: do we even want to allow that, for sure? I mean, I guess we've talked a lot about it, so maybe we should do it. But it seems in some respects simpler for us and for players if there's always just a pool of wanderers that they choose from (as now), and then there's not settlement depopulation just because players die, etc. In other words: what are we gaining by letting players take over NPCs at this stage? Is there any benefit? If so, then I suggest we still make it a secondary step. Step one in the new character dialogue would just list the "wanderers." But then there would be a button for something like "Show Settlement Folk Instead" or something, and you could toggle back and forth between them. That way people aren't depopulating their settlements completely on accident. I'm not saying I definitely don't want to do the taking over of existing NPCs, I'm just very much on the fence. I really could go either way, and at this point I'm just struggling to remember why it seemed like we needed to have that mechanic before I go coding it in. ;) | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I think in the current state there's no point to it. Also, I don't think it lets you pick from settlement NPCs right now, just wanderers. Later on, if there's some way the player can "groom" an NPC via stat boosts or whatever, there would be a point. |
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Yeah, that makes sense to me. We could also make some sort of in-game mechanic for this, too: a "trade places" spell that you use next to the NPC, or something. And when you use that, then the NPC becomes the glyphbearer and is able to carry on, while your old character stays in their place. That would actually be more kind to players, because that way they never depopulate their settlements by taking over an existing NPC -- they are always bringing in a wanderer in exchange, basically. I think that I'll do that just so that we're not going back on something we promised to players, since that will be a comparably easy thing to do, and it's a "fun spell scroll" sort of thing. Well -- great stuff! I'll take care of all that, and that will really simplify a few things as well as getting more off of our roadmap. :) |
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Ok, I think that would work, and would keep "pick an existing NPC" from being so obviously more expensive than "pick a wanderer". One thing I'd prefer is that they can only switch from a wanderer to a settlement NPC; if the NPC they're controlling was taken over from a settlement (regardless of whether they were a wanderer to begin with) then they can't switch. Earlier on we had ideas of switching all the time being a thing, but that didn't stay attractive. |
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> Ok, I think that would work, and would keep "pick an existing NPC" from being so obviously more expensive than "pick a wanderer". Right, that makes good sense. > One thing I'd prefer is that they can only switch from a wanderer to a settlement NPC; if the NPC they're controlling was taken over from a settlement (regardless of whether they were a wanderer to begin with) then they can't switch. Why add that limitation? I wasn't planning on keeping track of who wanderers were. I just figured that you would have to be literally in the settlement at the place where you want to switch, and the actual switch scroll would be really expensive and rare. So if you want to switch, more power to you, but it's not an easy or a common thing, so it's not likely to be abused. I'm thinking that this will require a pretty rare commodity (one that you have to go find on the world map type of thing), plus spell gem dust, to get ONE switch scroll. > Earlier on we had ideas of switching all the time being a thing, but that didn't stay attractive. Yeah, I know. Things have changed a lot since then, though. I still don't think it's very attractive, but I'm basically thinking we should give them freedom to do what they want IF they choose to go get that commodity and they want to spend that commodity on this particular result. If it's that important to them, then I don't see a reason to stop them. :P Thoughts? |
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If the scroll actually stays rare, sure, that's fine. |
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I think we can manage that. Given that it's a rare commodity, that means it would also be useful for other things, meaning that this scroll would be REALLY low on anyone's priority list, because it's like switching characters instead of building masamune or something. ;) |
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Sorry to jump in, but why does it have to be rare? Unless characters are going to wind up with a lot more specific personalities than they have now, it seems like it wouldn't make much difference if you could do it whenever you like. I kind of want to switch now, actually, because I got a character with a wonderful name and I'd like to keep her around instead of losing her to the band of vengeful ghosts I have to go deal with. |
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My two cents: If this becomes reality, let us preview the results before finalising the deal. It'd suck to use a rare and expensive scroll to end up with a character with a one in health and magic attack speed. |
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You can already view an NPC's stats from the strategy/settlement interface, just right click their portrait. |
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Not going to be rare after all. * Added a new Glyph Transplant Scroll. ** Allows you to transfer your glyph to a character you are currently talking to, letting you take over control of the new character in place of your curent one. ** Ten of them can be crafted for one dispersia and one magma, or you can find them in stashes sometimes. |
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Just to add to the discussion here, it might be worthwhile to give some incentive to switch into the body of a settlement NPC. Some missions could give a strong boost to your current character, or a weaker boost to a certain number of settlement NPCs. The settlement NPCs then become your core of stronger characters that you're very slowly building up, so that when you lose one, it's painful -- sort of like your team in X-Com. Switching into the body of a settlement NPC then has a cost and a benefit as compared to a fresh neophyte from the outside, which has no cost. |
Date Modified | Username | Field | Change |
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Aug 25, 2011 10:59 pm | Chris_McElligottPark | New Issue | |
Aug 25, 2011 10:59 pm | Chris_McElligottPark | Status | new => assigned |
Aug 25, 2011 10:59 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Aug 26, 2011 9:37 am | keith.lamothe | Note Added: 0013014 | |
Aug 26, 2011 9:41 am | Chris_McElligottPark | Note Added: 0013015 | |
Aug 26, 2011 10:30 am | keith.lamothe | Note Added: 0013016 | |
Aug 26, 2011 10:35 am | Chris_McElligottPark | Note Added: 0013017 | |
Aug 26, 2011 10:38 am | keith.lamothe | Note Added: 0013018 | |
Aug 26, 2011 10:54 am | Chris_McElligottPark | Note Added: 0013019 | |
Sep 29, 2011 2:55 am | martyn_van_buren | Note Added: 0014564 | |
Sep 29, 2011 5:37 am | Toll | Note Added: 0014567 | |
Sep 29, 2011 9:50 am | keith.lamothe | Note Added: 0014627 | |
Sep 30, 2011 1:02 pm | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |
Oct 25, 2011 8:02 pm | Chris_McElligottPark | Internal Weight | => New |
Oct 25, 2011 8:03 pm | Chris_McElligottPark | Note Added: 0017128 | |
Oct 25, 2011 8:03 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 25, 2011 8:03 pm | Chris_McElligottPark | Fixed in Version | => 0.531 |
Oct 25, 2011 8:03 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 17, 2012 2:16 pm | Bluddy | Note Added: 0018030 |