Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Hiring NPC's for guards - Specialisation of NPC's - What are the devs plans?
ArchivedUser
Guest
Hi all, just some thoughts here. Keep in mind I'm making assumptions regarding the classes.
I am wondering how robust the system for hiring npc's will be. Will it be a simple thing where they stay with the caravan and only defend when an enemy gets too close or have more meaning/interaction. What options will there be when hiring npc's? I would like to see a broad range of options so you can, if you wish, be very selective in regards to the type of npc you hire for caravan guarding or node guards. This could tie in with the node level and as that increases more npc options become available.
Basic examples with assumptions of class abilities:
<strong>Type</strong>
1 = Warrior
2 = Ranged
3 = Stealth
4 = Healing
<strong>Type Specialisation</strong>
Warrior
<strong>Style:</strong> Tank, Fighter
<strong>Weapon style:</strong> 1 handed, dual wield, 2 handed, ranged
<strong>Armour style:</strong> light, medium, heavy, shield
<strong>Ranged</strong>
<strong>Style:</strong> Mage, Cleric, Summoner, Ranger, Bard
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Stealth</strong>
<strong>Style:</strong> Rogue, Ranger
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Healing</strong>
<strong>Style:</strong> Cleric, Bard
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Could we give the npc's specific behaviours</strong>
<strong>Protective:</strong> will only attack if attacked first
<strong>Preemptive:</strong> sees enemy and will run to engage
<strong>Follow:</strong> stays with the caravan when player is certain proximity to the caravan but if the player moves away x amount of distance that npc will break away from the caravan and follow and work with the player out to a certain distance.
<strong>Scout:</strong> moves further away from the caravan surveying the area, could be going out ahead of the caravan to behind or just all round with either the option for them to try and incapacitate or to return and give a warning. If given to a fighter they would likely just wander on and be quite visible, if given to a rogue they would likely move stealthy around attempting to remain hidden.
<strong>NPC Guard UI:</strong>
Could there be a UI window that allows for specific selection of individual or groups of npc guards so that we can order them to attack, regroup, evade, scatter etc? I can see this adding a real strategic element to this, especially if you are aware of a large aoe attack is incoming, being able to tell them to scatter would be very helpful. Could really lend a RTS element to the caravan element of AoC. Can imagine playing as a healer, who doesn't want to run into battle, so standing back and directing troops while dropping beneficial spells on your npcs could be a lot of fun.
Interested to hear thoughts on this.
Cheers
I am wondering how robust the system for hiring npc's will be. Will it be a simple thing where they stay with the caravan and only defend when an enemy gets too close or have more meaning/interaction. What options will there be when hiring npc's? I would like to see a broad range of options so you can, if you wish, be very selective in regards to the type of npc you hire for caravan guarding or node guards. This could tie in with the node level and as that increases more npc options become available.
Basic examples with assumptions of class abilities:
<strong>Type</strong>
1 = Warrior
2 = Ranged
3 = Stealth
4 = Healing
<strong>Type Specialisation</strong>
Warrior
<strong>Style:</strong> Tank, Fighter
<strong>Weapon style:</strong> 1 handed, dual wield, 2 handed, ranged
<strong>Armour style:</strong> light, medium, heavy, shield
<strong>Ranged</strong>
<strong>Style:</strong> Mage, Cleric, Summoner, Ranger, Bard
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Stealth</strong>
<strong>Style:</strong> Rogue, Ranger
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Healing</strong>
<strong>Style:</strong> Cleric, Bard
<strong>Weapon Style:</strong> as above but with options based on class weapon restrictions.
<strong>Armour Style:</strong> as above but with options based on class weapon restrictions.
<strong>Could we give the npc's specific behaviours</strong>
<strong>Protective:</strong> will only attack if attacked first
<strong>Preemptive:</strong> sees enemy and will run to engage
<strong>Follow:</strong> stays with the caravan when player is certain proximity to the caravan but if the player moves away x amount of distance that npc will break away from the caravan and follow and work with the player out to a certain distance.
<strong>Scout:</strong> moves further away from the caravan surveying the area, could be going out ahead of the caravan to behind or just all round with either the option for them to try and incapacitate or to return and give a warning. If given to a fighter they would likely just wander on and be quite visible, if given to a rogue they would likely move stealthy around attempting to remain hidden.
<strong>NPC Guard UI:</strong>
Could there be a UI window that allows for specific selection of individual or groups of npc guards so that we can order them to attack, regroup, evade, scatter etc? I can see this adding a real strategic element to this, especially if you are aware of a large aoe attack is incoming, being able to tell them to scatter would be very helpful. Could really lend a RTS element to the caravan element of AoC. Can imagine playing as a healer, who doesn't want to run into battle, so standing back and directing troops while dropping beneficial spells on your npcs could be a lot of fun.
Interested to hear thoughts on this.
Cheers
0
Comments
Thanks
I for one absolutely hope the npc system will be legendary like the overlord anime.