H
Hayden
Guest
- Thread Author
- #1
So after trying a SSTRP event with a few people, I noticed something that WN seems to lack is a 'difficulty' setting of sorts for NPC spawns, which can either cause default NPCs to either be too easy, or too difficult to fight against depending on the player.
A suggestion I have to counter that, and to make fights against NPCs more fun and allow more 'swarm' events without risking outright killing everyone involved if things mess up, is-
3-4 'difficulty' levels of NPCs.
Easy - Half the default NPC health
Normal - Default NPC health
Hard - Double default NPC health
Optional: Very hard - Triple/Quadruple default NPC health
For ease of access, the different difficulties would work best under their own subgroup of NPCs- "Easy/Normal/Hard/Very Hard Swarm NPCs"
With this, maybe the harder NPCs could also be scaled to be larger to easily show that they're a more difficult variant. Again, optional, as this could make pathfinding more difficult, glitch out hitboxes, or other unintended consequences.
To save this taking a long time to develop it could include only the usual 'swarm' NPCs that are often encountered - Antlions, for example, and possibly also zombies.
This would also save CT needing to manually set NPCs HP whenever they spawn some that are meant to be more of a challenge, and prevent NPCs with custom set HPs bugging out and being considerably higher than it's meant to be.
Of-course, this also possibly runs the risk of setting a bad example for future NPC spawns after easy has been used. I.E, a player who fights against a swarm of easy NPCs, could think that's the norm, and be confused when fighting against the harder tiers. The scale mechanic could prevent that happening, or instead harder NPCs could be a slightly different shade or colour.
A suggestion I have to counter that, and to make fights against NPCs more fun and allow more 'swarm' events without risking outright killing everyone involved if things mess up, is-
3-4 'difficulty' levels of NPCs.
Easy - Half the default NPC health
Normal - Default NPC health
Hard - Double default NPC health
Optional: Very hard - Triple/Quadruple default NPC health
For ease of access, the different difficulties would work best under their own subgroup of NPCs- "Easy/Normal/Hard/Very Hard Swarm NPCs"
With this, maybe the harder NPCs could also be scaled to be larger to easily show that they're a more difficult variant. Again, optional, as this could make pathfinding more difficult, glitch out hitboxes, or other unintended consequences.
To save this taking a long time to develop it could include only the usual 'swarm' NPCs that are often encountered - Antlions, for example, and possibly also zombies.
This would also save CT needing to manually set NPCs HP whenever they spawn some that are meant to be more of a challenge, and prevent NPCs with custom set HPs bugging out and being considerably higher than it's meant to be.
Of-course, this also possibly runs the risk of setting a bad example for future NPC spawns after easy has been used. I.E, a player who fights against a swarm of easy NPCs, could think that's the norm, and be confused when fighting against the harder tiers. The scale mechanic could prevent that happening, or instead harder NPCs could be a slightly different shade or colour.