test content
What is the Arc Client?
Install Arc

Defining NPCs, problems and concerns

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm still experimenting with the kind of map I'd like to build.

So far, I'm annoyed with the inflexibility inherently present.

My concept is to have a base defended by Federation personnel.

But the spawns are all too random.

I thought if I placed a Federation squad and moved them around individually, that would be a fix.

It is not.

I was trying to have a scientist flanked by 2 tacticals as a trial.

The only problem is, everytime the squad respawns, their class shifts.

Because the one I position is a tactical this time is no guarantee they're going to be a tactical next time.


We need the ability to place single Ally NPCs, define their class and rank (I'm assuming this means their health/combat abilities).
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    That is a bit more exact than allowed ...currently

    sorry

    might be available later
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    You should be able to hit the drop down list and edit each actor individually. Then it becomes an issue of how many will spawn. I'm not sure if you can delete actors from the list. That'll be something else for me to play with this weekend.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Well, you are able to use costumes. If you want each actor in a spawn group to look like something in particular, then you can do that.

    Click the one you want to be tactucal, change the costume to a red shirt and there you go. It might not use the powers of a tactical if the spawn is actually something else, but it will still look like one. If the scene you are making is not a combat scene then no one will notice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Cwynlaen wrote:
    You should be able to hit the drop down list and edit each actor individually. Then it becomes an issue of how many will spawn. I'm not sure if you can delete actors from the list. That'll be something else for me to play with this weekend.

    I just moved some of them totally off the map into black space and assume they fell to their deaths while leaving the number I wanted.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yes, I was able to edit each member of the group individually.

    As a trial, I had a Federation Group composed of an 8472, 2 Local Defenders, 1 Jem'Hadar and a Hirogen.

    But it still didn't affect their classes.

    I think the Hirogen was alternately a Medic and an Engineer during the test.


    I'm not entirely sure what I want yet, this is more a test of basic principles.

    Although seeing as I'm configuring them as a combat squad, at somepoint, there may be staged attacks.
    And if that occurs, I'd like to see them behave consistently as to what I've specified they are.

    The Jem'Hadar and Hirogen were just experimentation really, to see if they could be spawned as allies.

    Most likely this will be the final composition of the group:

    8472: Scientist (there's a story point behind why this one is a science officer).
    Both Local Defenders: Tactical (also a story point).
    2 Federation/human officers: Whatever else is left, I'm not really concerned about it as long as the other 3 are correct.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I've had this problem too. Makes placing your NPCs a total lottery.

    First time I place a squad I got a captain, two ensigns and Lt. Medic. Next time I tested the map I had a captain, 2 ensigns and an ENSIGN medic. Weird.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    it is a balancing feature

    what gets spawned is directly contected with what lvl the player is.

    I know why they did it and why we will never get to choose exactly what spawns


    exploits


    If you could put a bunch of mobs in and make them all a support class....you can gun them down
    quickly

    making easier kills

    so it can be farmed


    .............. I know, unlikely but they prob. don't wanna take the chance
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    wrote:
    it is a balancing feature

    what gets spawned is directly contected with what lvl the player is.

    I know why they did it and why we will never get to choose exactly what spawns


    exploits


    If you could put a bunch of mobs in and make them all a support class....you can gun them down
    quickly

    making easier kills

    so it can be farmed


    .............. I know, unlikely but they prob. don't wanna take the chance
    There needs to be a button "costumize" that removes all skill point and loot drops from NPCs and gives you this freedom.

    Then the only abusal potential is giving players enemies for which they don't get any rewards at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    most of my mission use...whatever spawns...spawns

    just me, I might throw a costume on an enemy for show
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I should point out these guys are your allies.

    You can't farm them for anything.


    Ironically, I keep getting messages that say things like:

    "Placing this enemy will limit your map to players of level 43 or higher"

    Usually I see this when I place an 8472 or a Borg.


    And I realized Cryptic must have this level of control somewhere.

    I remember the Hirogen Bridge crew in Trapped.

    There's a Tactical, an Engineer, a Navigator and a couple of others.
    They're always in the same places each time, so strict defining must be possible.


    And regarding enemy mobs:

    1. You can create easy kill mobs by just saying all ensigns.
    Class is irrevalent.

    2. What if you wanted to give the boss (captain or most deadly npc) a unique skin, to make him stand out?
    Then it shifts which npc he is, meaning some lowbie is now wearing the skin the boss was intended to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Tilarta wrote: »
    I should point out these guys are your allies.

    You can't farm them for anything.


    Ironically, I keep getting messages that say things like:

    "Placing this enemy will limit your map to players of level 43 or higher"

    Usually I see this when I place an 8472 or a Borg.


    And I realized Cryptic must have this level of control somewhere.

    I remember the Hirogen Bridge crew in Trapped.

    There's a Tactical, an Engineer, a Navigator and a couple of others.
    They're always in the same places each time, so strict defining must be possible.


    And regarding enemy mobs:

    1. You can create easy kill mobs by just saying all ensigns.
    Class is irrevalent.

    2. What if you wanted to give the boss (captain or most deadly npc) a unique skin, to make him stand out?
    Then it shifts which npc he is, meaning some lowbie is now wearing the skin the boss was intended to.

    as for the enemy boss, a simple solution is the following:

    for ground bosses- deposit an enemy captain squadron, then replace the enemy captain costume with the ground costume you desire. Same thing goes for ship squadrons. battleship squadrons are the equivalent of ground captains. simply do costume swaps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    One of the catch 22's is that enemy and friendly mobs are generated...pretty much
    the same way.

    Makes it easier to use for both Feds and Klingons...just assign a faction...bing , good to go.
    But it does make customization harder
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I saw this in action before publishing my latest mission. I was testing this NPC I put in to fight along with you and sometime I'd see him launch nanoprobes i.e. Be science and other times he'd throw grenades or lay turrets.

    I don't mind through as I didn't specify what class he was storywise.
Sign In or Register to comment.