View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0008973 | Valley 1 | Suggestion | Jul 18, 2012 11:39 am | Jul 19, 2012 2:57 am | |
Reporter | Matthew Carras | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.200 (Post-Launch Series 2) | ||||
Summary | 0008973: Expanding on Dispatch Missions and NPC Duties | ||||
Description | I found it rather odd that there's no big reward to keep rescuing survivors, except replenishing from suicide missions. In 0008880 there's talk of making it so buildings get detrimental effects from Lieutenants and Overlords attacking the players, and requiring NPCs to help defend against it. I'd like to reiterate this and also offer a few other ideas: - NPC Dispatch missions are long no longer instant. Instead they take up game time. This goes along with... - NPC Ingredient Dispatch missions now bring back more ingredients. - NPC Ingredient Dispatch missions now bring back enough ingredients for ALL players currently connected to a multiplayer server (not sure why it was limited at 6, honestly). If 0008962 is implemented then the ingredients could be stored in the Community Chest and could then be based on the current number of connected players, or the highest number ever seen by the server. - NPC Ingredient Dispatch missions now have a chance to bring back extra rewards, from common to uncommon and even rare rewards. These are based on the NPC's mood and skill, making both even more important. The rewards prioritize ingredients, so you may just get a few plums, copper ore, lumber, etc., but maybe even spellgems and enchants could be added (very rarely) Now as mood becomes even more important, I'd like to note 0008841 as good ideas to adding more ways to both improve mood AND decrease mood. Now the second part of this suggestion: - Chance for Success and Survival Chance now factor into a chance to "Need Rescue", independent of whether the NPC actually completes the mission successfully. This spawns a Rescue Survivor mission (or Re-Rescue), and includes all dispatch missions. - Once the timer on these Rescue Missions run out, the NPC dies. The server will pause the timer of "Need Rescue" missions if there are no players currently connected. - Ideally there should be a counter for how many NPCs currently need rescuing, so if you're super-deep in a dungeon, you can still be kept abreast of your NPCs. Perhaps you should be able to manage NPCs while off adventuring too, thus devoting more time to adventuring and less standing around the settlement. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
More interactivity with NPCs: always a good decision. :D I would still like to know how NPCs are even able to GO on dispatch missions in the first place. Do they have their own glyph? Does the glyph bearer transfer the glyph then sit on his rear drinking margaritas? (Sounds good to me actually. :D) Also, if the NPC borrows the glyph, how does the player go rescue them? :O Hmm. I'm curious how all this stuff works now, if there's even an official "canonical" explanation about dispatches yet. |
|
Hmm, I always thought the power to use spellgems were not restricted to the gylphbearers, they are just the only ones that can use a range of spellgems and especially enchants to improve themselves, as well as have a strong tactical and strategic mind (in other words, the NPCs are mostly idiots). Isn't that the idea behind all RPG and RPG-like games, why you're the hero and they're not, but they can still beat you up if you're not careful? Also, from Rescue Missions, it's clear all NPCs can Fly and cast Homing Spells (probably from an Illari powerboost, as the Illari are always credited). So I assumed they went mostly on "stealth" missions using their power of flight and their one low-powered homing that we players lose on becoming glyphbearers. Maybe decades of said explanations have dulled me to think outside the box... |
|
I realize the NPCs are perfectly capable of fighting on their own using magic, however I believe I derped when I wrote that comment, haha. What I was wondering at the time is why the ubiquitous storms don't just destroy NPCs once they leave the protection of the Ilari stones/settlement area. Then I remembered, derp, wind shelters exist. :) Which I assume extend the same type of protection as the Ilari stones, with the possible exception of keeping out actual monsters. But a skilled and confident NPC would be able to fare just fine in your run of the mill encounter. So I guess the main caveat for NPCs isn't "don't leave the settlement without a glyph" so much as "don't enter storms without a glyph". Although I never imagined the Ilari's protection from storms extending as far as it apparently does. I always imagined it as being only in the settlement. Although it's hard to say how far X number of tiles on the world map really is, spatially, due to all the weird spatial distortion stuff going on, too. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 18, 2012 11:39 am | Matthew Carras | New Issue | |
Jul 18, 2012 11:39 am | Matthew Carras | Severity | minor => tweak |
Jul 18, 2012 11:39 am | Matthew Carras | Description Updated | |
Jul 18, 2012 11:41 am | Matthew Carras | Description Updated | |
Jul 18, 2012 12:33 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jul 18, 2012 12:33 pm | tigersfan | Status | new => considering |
Jul 18, 2012 4:11 pm | doubtful | Note Added: 0026885 | |
Jul 18, 2012 4:20 pm | Matthew Carras | Note Added: 0026887 | |
Jul 19, 2012 2:57 am | doubtful | Note Added: 0026915 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |