Introduction
During the
Q&A livestream done by Theoryforge with Steven yesterday, it was mentioned that non-combat NPCs cannot be killed by players as that provides "no meaningful gameplay" for Steven. This reminded me of a few things that I have been thinking about in regards to NPCs in Ashes that I would like to lay out here as I would think these ideas could provide interesting gameplay mechanics for players to be aware of and make the game feel more alive from an NPC interaction perspective.
These ideas primarily are aimed at combat NPCs and players influence on them.
Node policies
A mayor will have to decide many different things in regards to a Nodes safety and I think influencing the amount, behavior and equipment of the city guard is an element that would play into that theme very nicely. So a mayor could have a series of policies they can decide to implement which will increase the gear quality of city guards in exchange for higher material upkeep costs; increase the numbers which could unlock a repeatable sidequest to recruit new people as well as the occasional "find a seasoned fighter to train the guards" in addition to increasing the upkeep costs; or will change the behavior of guards.
Example policy: "Throw out the trouble makers"
This policy will cause city guards to engage in combat when people in the node fight in their vicinity. They will not try to kill the brawlers, but they will knock them to 10% of health and then capture them. We have heard that a similar mechanic will be employed for the
Goblin Slaver.
Once the guards managed to break up a fight they will either put the people into prison for some time; just drag them out the city gates, refusing to let them in for a period of time (e.g. 15 min) or fine them and put them "under observation" which is a 30-60 min debuff during which acts against the node would result in more reputation loss with the node.Node specific NPCs
It would also be nice to have some Node specific NPCs that can be hired by players for a fee to support them. The fee would also generate income for the Node.
Example:
Divine Node - "Priest assistant"
A cleric type NPC that can be hired as an additional healer for caravan missions or to bless freeholds/apartment under the nodes jurisdiction or to guard the entrance of a POI (providing some healing and short buffs) and who will also ask for help to cleanse a piece of land from corruption.
Economic Node - "trading contract"
A neutral merchant type NPC who will wait in the vicinity of a POI/dungeon and allow anyone to buy some supportive consumables and the one who hired them to store goods with the merchant and offering a small caravan mission to bring those goods back to the node once the time of their stay runs out or once the one who hired the merchant sends them back.
Military Node - "Mounted patrols"
Like the name suggest these are patrols of 2-3 horsemen, patroling the most frequently used routes of the node, assisting in the defense of allied caravans if they run across them and attacking players who are hostile to the Node or one of its patron guilds. These would also make great targets for quests of nodes who are hostile to the patrols' node (which increases the opportunities of PvP for military node citizens)
Quests: Training NPCs
I would love to see story arcs that require us to train NPCs, by
- escorting them on missions through POIs or dungeons to unlock new opportunities in those areas or for the node or simply buff stats of guards for higher utility during sieges
- help a spy get into and later escape an enemy node who will - if successfully saved - provide information on the Node
- help an NPC group of a destroyed costal node to build a ship which will turn them into pirates or fishermen who will share part of the loot/catch with the highest contributor
- reorganizing a group of NPCs who have been kicked out of a castle to assist in the next siege (with the chance of them turning on you when the siege succeeded, resulting in a small extra battle after the new guild took over)
I think these might be some nice additions that wouldn't break the core game mechanics and add a bit of depth when it comes to NPCs in general.
Thanks for reading