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Section: Groups; Availability To Make ANY Group An ally/Enemy

blagormblagorm Member Posts: 0 Arc User
I will make this short and sweet.

I.E.

FEDERATION:

Vulcans: Are Fixed on being Allies, Can Not Kill Without Costumes on Another Race

-This option will allow this group to be hostile.

KDF:

Gorn: Are Fixed on Being Allies, Can NOT Be Killed Without Costumes on Another Race

-This option will allow the group to be hostile. I.E. Like on Nimbus III*, and some Orion Missions on the KDF Arc

*EDIT
R'tolves Will Spread Thier Peace and Will Prevail Over the Hostiles Who Dare Hurt Such A Isolationist Consitutional Monarchy!
[SIGPIC][/SIGPIC]
Post edited by blagorm on

Comments

  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited August 2013
    I do find it mildly irritating to have to (for example) reskin a Terran Empire ship if I want to have a rogue Fed vessel.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
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  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited August 2013
    What if someone wants to make enemy Gorn for KDF? Or enemy Starfleet ships for Feds?

    I think it's much simpler to give authors the ability to set a mob as a friendly/enemy.
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  • isthisscienceisthisscience Member Posts: 863 Arc User
    edited August 2013
    Totally agree. Would also be helpful to have total freedom on mixing up costumes across species. Don't know why they have built such a restrictive system.
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited August 2013
    Totally agree. Would also be helpful to have total freedom on mixing up costumes across species. Don't know why they have built such a restrictive system.

    Probably because they simply didn't thought about the storytelling possibilities we've come up.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • isthisscienceisthisscience Member Posts: 863 Arc User
    edited August 2013
    stoutes wrote: »
    Probably because they simply didn't thought about the storytelling possibilities we've come up.

    Basically, we're so much more awesome than they thought we would be? :)
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited August 2013
    Basically, we're so much more awesome than they thought we would be? :)

    Yes
    roflol
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • captainhunter1captainhunter1 Member Posts: 1,630 Arc User
    edited August 2013
    It would be nice, and I think we've asked for it in the past, to have the ability to flag any mob for any 'alliance'.

    In other words, if you wanted a group of Klingons to be friendly to a Federation player, you would flag them as 'Federation' instead of their default 'Klingon' alliance. That way they still use all their native attacks (not just reskinned Feds shooting phasers) against other non-Federation targets - even other Klingons.

    It sure would save a lot of time having to re-costume mobs AND give a better, more realistic outcome/visual effect since they would be using their 'real' weapon types for their race.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited August 2013
    I don't think the engine is set up to have factions dynamically change their allegence. I think the devs, when the want to make say KDF fight Gorn, have to create a new faction that looks and behaves like traditional Gorn except allegence.

    If they were to attempt to implement this into the Foundry, it would most likely be them creating a multitude of factions with all the different possible combinations than could be.
  • blagormblagorm Member Posts: 0 Arc User
    edited August 2013
    Let me Make Myself Clearer....

    Lets Say You Have Any Kind Of Group:

    Borg , Gorn , Federation , Etc

    Chose Threat:

    Friendly / Enemy

    Friendly: Can Attack Enemy Flagged Groups, Will Not Attack You

    Enemy: Can Attack, Attacks As Usual Combat Would Be

    *+* Make It So It Can Swicth, Like In This Instance, They will Be Friendly/Enemy

    I.E. : Gorn Friendly, You Say Wrong Thing, They Are Enemies

    *+* Knock Out Instead Of Death Might Be nice Too.
    R'tolves Will Spread Thier Peace and Will Prevail Over the Hostiles Who Dare Hurt Such A Isolationist Consitutional Monarchy!
    [SIGPIC][/SIGPIC]
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited August 2013
    blagorm wrote: »
    Let me Make Myself Clearer....

    Lets Say You Have Any Kind Of Group:

    Borg , Gorn , Federation , Etc

    Chose Threat:

    Friendly / Enemy

    Friendly: Can Attack Enemy Flagged Groups, Will Not Attack You

    Enemy: Can Attack, Attacks As Usual Combat Would Be

    *+* Make It So It Can Swicth, Like In This Instance, They will Be Friendly/Enemy

    I.E. : Gorn Friendly, You Say Wrong Thing, They Are Enemies

    *+* Knock Out Instead Of Death Might Be nice Too.

    I know what your're asking, I'm just saying that making something like a Gorn faction that's hostile to KDF players would require making a duplicate Gorn faction that has different allegences than regular Gorn. This is where things like the rebel Gorn faction come from in the game.

    As to making a hostile group turn friendly after defeat, that's an NPC behavior and one that's in Neverwinter's foundry. Hopefully we'll get it eventually.
  • thay8472thay8472 Member Posts: 6,164 Arc User
    edited August 2013
    Enemy/Friend would most likely be easier than my idea for faction teams


    Team 1 = Allied with the Player

    Teams 2 - # = Enemies

    so if i had Tholians and Breen as Team 2 and the Borg as Team 3.... the Tholians and Breen would work with each other against the borg.
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  • blagormblagorm Member Posts: 0 Arc User
    edited August 2013
    thay8472 wrote: »
    Enemy/Friend would most likely be easier than my idea for faction teams


    Team 1 = Allied with the Player

    Teams 2 - # = Enemies

    so if i had Tholians and Breen as Team 2 and the Borg as Team 3.... the Tholians and Breen would work with each other against the borg.

    Sure? :confused:
    R'tolves Will Spread Thier Peace and Will Prevail Over the Hostiles Who Dare Hurt Such A Isolationist Consitutional Monarchy!
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited August 2013
    thay8472 wrote: »
    Enemy/Friend would most likely be easier than my idea for faction teams


    Team 1 = Allied with the Player

    Teams 2 - # = Enemies

    so if i had Tholians and Breen as Team 2 and the Borg as Team 3.... the Tholians and Breen would work with each other against the borg.
    I REALLY wish they would do this. it'd make a lot of things more fun. :D
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited August 2013
    I seem to recall the mission editor for TIE Fighter working this way. Ships were friendly or hostile depending on what team you placed them in.
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  • bazagbazag Member Posts: 375 Arc User
    edited August 2013
    What I would love and would think would be awesome (but never going to happen).

    Would be a faction system. That is the ability to create factions, set relationships between factions (enemy or friend) and set factions relationship with the player (enemy friend).

    Then you assign an NPC group a faction and they treat things as friendly or enemy based on their faction not on any inherit group properties.
  • blagormblagorm Member Posts: 0 Arc User
    edited August 2013
    I just want to be able to kill some of my Faction's people for real, not the "Alien 10 Hours Costume Editing" Groups.

    Again, its like this, if it makes sense...

    [CHOSE STATE]

    ENEMY

    ALLY

    -- Triggers

    Is Ally/Enemy (Immediate, Until ____ Is Done etc.)
    R'tolves Will Spread Thier Peace and Will Prevail Over the Hostiles Who Dare Hurt Such A Isolationist Consitutional Monarchy!
    [SIGPIC][/SIGPIC]
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