[MUD-Dev] Player control of NPCs
rayzam
rayzam at home.com
Fri Jun 8 00:42:00 CEST 2001
> Mordengaard wrote:
>> I'm considering implementing a system whereby players with
>> sufficient rank/position can be put in charge of NPCs or groups
>> of NPCs, giving them orders either via direct commands (says,
>> tells, that kind of thing) or through other NPCs (runners,
>> buglers etc). This would allow me to have sheriffs who can set
>> up the patrols of his deputies and watchmen, generals with
>> control over whole armies of men, necromancers with hordes of
>> undead, etc. Does anyone, either through experience or
>> imagination, have any advice for me, or know of any pitfalls that
>> I should avoid?
We've implemented this in a variety of ways, and have had to modify
them due to player, grief & balance issues.
1) pets:
Rangers can call animals from the wild, appropriate to the
terrain they're in. Druid's can do the same for animals or fae
[celtic style druids]. Mages can summon up elementals [these are
not as powerful as D&D elementals], etc.
The animals can follow the person, fight with the person, and be
used in combo attacks with the person [person has skill
use]. The animals can be healed by the person, or sent back to
the wild. The person is limited to only one of these at a time,
of a type. Thus a ranger/druid can have a ranger animal, a druid
animal and a druid faerie at the same time, bu tnot 2 ranger
animals. Experience gained from the kill is slightly
reduced. Having the animal die penalizes the person's exp
directly too. Some animals have their own special attacks or
skills. Some can be used as mounts or pack animals. Druid fae
have some other abilities: their own spells, ability to be used
as a mount, etc.
Mage elementals automatically follow the mage and cannot be left
around in another room. They have special attacks and abilities
based on their element.
When NPCs are attacked or attack these, they'll also attack the
owner. They're not stupid :) I'd suggest adding that feature.
These are labelled as to the owner: 'Rayzam's rock wolf'. That's
to prevent anonymity in PvP. Another feature that is worth
adding, especially to tag grief players.
Don't give free reign in terms of being able to give them any
command at all. A simple thing is don't let them use the 'score'
command, as that puts out all the individual stats of the
monster to straight view [but this ties into the hiding the
numbers. We feel that minions for the most part should have
hidden numbers and that this enhances play with them. They
become more individual and not numbers :)]
Also, prevent them from spoofing on channels.
Furthermore, require the owner of the minion to be on hand. Why?
Remote control of a minion can lead to more player grief and
thievery. Very safe to be somewhere out of reach and have your
minion wander through town, grabbing things that are dropped,
steal kills or attack people. This does come from our limited
PvP, and anti-player-conflict/thievery ideology. If you have an
experience system, don't give experience to the owner if the
minion kills something while the owner is elsewhere. they have
to be around/participate in the kill. [Remember, being in the
room, with the minion attacking an NPC means the NPC attacks
both the player and the minion, in our system].
Now for minions with alterations from these basic rules:
2) Necromancer undead/hordes.
The necromancer can create a variety of undead types. Each type
[skeleton, zombie, reaper, etc], has a unique skill/spell. Each
has different abilities, and different roles [tank, blaster,
etc]. They are created from corpses. They are also upgradable
with more corpses. [actually it's all based on corpse energy,
which the necromancer stores up]. You can increase the power,
abilities, skills, spells of the undead. These save of
course. You can name the undead. corpse energy from magical
flight creatures can be used to give an undead flight ability.
The necromancer can control a horde, instead of getting just a
single minion. The necromancer can control these remotely. The
undead/horde engaging an NPC in combat does not initiate combat
with the necromancer. Why the difference? The necromancer is
maintaining complete control over the undead. Everything they
do, including walking from one room to another is done under the
supervision of the necromancer. It costs spell points. The
undead decay, and need to be patched. The more they do, the more
decay, the more patching. ON the other side, due to this
control, the necromancer does not need to be reachable to
perform these actions.
Issues here:
When you allow a necromancer to name an undead, beware
spoofing a player name, especially if you log by names. Thus
make the name <name given> the <undeadtype>. Boffo the
Skeleton.
Beware power. A horde of undead can be powerful. Thus each
individual undead needs to be low powered. Balance it as a
group. Limit the horde size by the power level. So a lot of
low powered skeletons can be 1 horde, or a few high powered
reapers. Do allow for mix/matching of undead types of course.
Decay/upkeep: any system that allows for increases like this,
should have a requisite drain. Having decay be based on a
per-command level, on undead 'death' [and reanimation], on
storing and restoring the undead, means that there is a drain,
and thus it isn't just a matter of time until every
necromancer has a maxxed out horde. Thus a necromancer tends
to level out at their own personal playing ability, in terms
of horde.
Problems we ran into:
again, limit the commands that can be given. Frankly, this
should be filtered, and you should only allow specific
commands, instead of trying to disallow ones as they come
up. It's always easier to add a command after it's been
requested, and after reviewing the idea, than trying to plug
all the holes in a leaky boat :)
The undead had the ability to block an exit. Got
removed. Really cheap and easy undead could make towns
impossible for new characters. Grief galore.
This undead/horde system could be used for any upgradable minion,
regardless of theme. The necromancer could as easily be a
beastmaster with a series of animals and have them be upgradable.
3) mounts and pack animals:
Mounts can carry riders, based on size/weight issues. Combat
riding is different from regular riding. Mounted combat is
different than regular combat. Affects overland travel. Other
effects in terms of resting. Pack animals: can carry more, but
can't be 'ridden'. Nice way to carry stuff :)
Neither can engage in combat for the person.. pack animals are
led by the player. Mounts can be led if not being
ridden. Led/ridden animals have a [ridden by Boffo]/[led by
Boffo] tag on them. 'Ware being invisible but leaving your
mount/pack animal visible.. it looks silly :) These are bought
by the player, and can be housed in stables. They also require
feeding :) Some have flight, some are water breathers or water
dwellers. Nothing to terribly beware here, since they don't
accept commands more than being mounted/led [except for the few
combat mounts with the paladin using the 'charge' skill and a
lance, etc].
4) Alchemist castle golems:
These are created by taking armor pieces with their abilities,
and welding them into a humanoid shape [need the right pieces
covering the right areas], then animating it with a player
corpse's brain. The attributes of the armor determine the
attributes and abilities of the animated golem. They can only
exist within a player castle, to defend it from invaders. They
can block exits or attack intruders, allowing those the castle
owner/landlord/tenants list as friends. The player corpse's
brain has the ability to be programmed :) Thus the owner can set
up specific skill/spell use by the golem in combat situations.
The number of these preprogrammed attacks is dependent on the
quality of the brain, which is dependent on the 'level' of the
player it was taken from.
Caveats:
in the system as listed here, there aren't many. It's already
well restricted, in terms of the power and abilities.
Benefits: Lots of choices in how to make one. Alchemists would
make and name specific models :) Equipment drain :) [salvaging
a golem that has been killed by castle intruders inevitably
results in the loss of some of the pieces it was made from].
Persistent regardless of castle owner being online.
This system could be used for minions like the undead horde or
animals. However, these castle golems currently give no
experience for any kill they make, and are defenders of the
castle. This is due to a balance issue, where they can be more
powerful than the other minions. They're used for defending
against other NPCs, especially offline defense, as a castle and
stored equipment persists and is at risk even when the castle
owner is offline. Thus, give them more power than we'd give if
a player used them to kill NPCs for equipment or experience. And
that's also why they're limited to an existance within castle
walls. Using it as the other minions are used would require
scaling down the power, which is doable. It's just a tweak of
the algorithms that convert the armor attributes to the golem's
abilities.
5) the start of armies.
These are mobs of NPCs which can be used to fight other mobs of
NPCs. Individuals attacking them do very little [that magic
missile only hits one of the soldiers out of a thousand!]. The
mob can spawn off individuals to face individuals that do attack
them. So individuals can pick away at a mob. These aren't fully
implemented yet [neither are ballistae and catapults for the
castles :)]. Some spells work on mobs [like stronger area effect
spells, morale spells, etc].
Hope this helps.
Rayzam
www.retromud.org
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