Hi everybody,
I would like to propose a set of simple rules for making the interaction between the player and adventurers or hunters found in the wild more realistic and less prone to exploitation. Sami has said that next version is all about NPCs, so I wonder if there is still time for a simple fix regarding this aspect of NPC-player interaction.
As you know, when the player stumbles upon a pacific NPC in the wild, said NPC basically acts as if nothing interesting is happening. A completetely unknown person appears from nowhere, pointing a broadhead arrow to the NPC head. Nobody says anything, not even "hello?" or "hi, I'm gonna murder you while you are all alone here!". The NPC walks around, bored, looking at the trees, turns his back to the player and bang!, free equipment/clothing and food. Not that realistic. Luckily it is easy to remedy, in my opinion.
Two basic considerations:
First, if the NPC sees the player for the first time, the NPC should be able to react.
Second, that first-time reaction should depend on the
distance from the player. If the distance is outside the "personal space" of the NPC, the NPC talks, asking if the player is friend or foe. If the player is inside the "personal space" of the NPC, it will assume aggressive intent, and the NPC will attack at once.
If the player said "I'm a friend", can he treacherously attack later? I'll say either no, or give the player such bad karma that is almost suicidal. I prefer that the player be prohibited from attacking, so he can't exploit, again, a naive NPC.
The player still has the advantage here, as he can still zoom in with weapons ready and at range while the NPC won't have his weapons at the ready, and has the option of stalking the NPC and shoot it with impunity. But once discovered, it is either challenged about his intentions by the NPC (if far) or directly attacked if too near.
The logic is pretty simple. In pseudo-pseudo-pseudo code:
if (player_not_detected)
do nothing
else
if (distance > NPC_personal_space)
NPC asks if player is friend or foe
if (answer is foe) NPC attacks; else nobody can attack,
else
NPC attacks
endif
endifAs you can see, it is nothing particularly complicated and solves the naive adventurer NPC exploit.
What do you think?
Regards,
Utumno