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Turn Based Combat and NPCs

Stan

New member
Joined
Dec 20, 2020
Messages
7
I don't understand why there needs to be turn based combat when fighting NPCs. It takes longer than it needs to and it also makes NPCs way more powerful. By not being able to dodge zombie attacks and being forced to sit in one spot, it allows them to hit someone 1-2 times. While this isn't game-ending, it is just annoying and sometimes game-breaking when you want to kill a poison headcrab. Killing a poison headcrab is almost impossible because if you don't have initiative, it can ONE SHOT YOU and you can't dodge at all.


Just keep TBC to players. Stop wasting our time with NPCs. You might think its good for balance, but its just not FUN.


(I know I could have worded this a lot better but its 2 AM and I want this to be discussed sooner rather than later)
 
While I understand Citizens are not supposed to go down into those Zones- It's a roleplay server. Albeit one with a skill system in place to feel like an RPG- To my knowledge fists/punching doesnt work and headcraps 1-shot kill you. Since GMs are not available to RP as those NPCs, there shouldn't be any NPCs to begin with if there are ZERO means for a player to defend themselves with. A shank, crowbar, knife, pipe, fists- anything.

Yes- Citizens aren't supposed to be down there. It's supposed to be crawling with necrotics and maybe a CP patrol. But if they are willing to go down there and get heavily injured just to come back out covered in blood and wounds, they'll be looked at by the CMU and Civil Protection like, "Why do they look like they were just in a fight? Let's go detain them!"
 
Melee weapons are nearing the end of implementation - but ultimately the only NPC that actually is able to completely destroy someone is the poison crab... which, in my opinion, should be one of the rarest enemies in a roleplay environment because of that deadly neurotoxin and canon-wise one bite is enough to be lethal. While at the same time I believe NPCs should be utilised to a lesser extent, a GM playing said headcrab would be a 10x better experience than just opening the door, hearing "SCREE" and then you start contemplating life choices.

Three guys (including myself) were in the sewers as civis, but this poison crab hit one of the dudes and insta-KO'd him. We tried to grab him but it didn't work, he died bleeding out mid-RP and then said crab lunged to the next person. As the only one left I tried to grab that guy instead, but then I ended up as item #3 on the meal bargain. We all died to the same crab lmao.

We had a good laugh but the premise was the same; It's a danger zone but it has its worth. Can't particularly agree to turn off TBC for NPCs... they still work the same and you can triangulate them better.
 
OH HEY THAT WAS ME WHATS UP FAM. My literal final words were "Ah-" as I saw a poison headcrab eat my face.

I didn't know Melee weapons were a WIP so I'm glad to hear that. Though I agree poison headcrabs shouldn't be this deep into the city limits. Regular headcrabs, of course. GMs providing actual roleplay with player played enemies(ragdolls or player controlled.) or if an NPC locks onto a player(s), they should be initiated into a turn based conflict. I'm open to those ideas. I just hate the idea of being swiped out of roleplay with no context or zero interaction.
 
HAHAHA HELLO

I was doing a /me mid rp but I only got out: "/me kicks the" before being rofl-goomba stomped by said crab. Bloody crabs lmao
Also since poison crabs are literal biological weapons, they shouldn't be near the city limits since the Combine would probably freak out if there were any around the area - though the occasional straggler might do.

We'll see about getting the content pack updated to allow for controllable NPCs for GMs and probably a VJ implementation to allow for a more diverse usage that can actively be controlled - or maybe a pill pack, can't usually go wrong with them TBH. Other than that, it's hopeless trying to control NPCs when the tools aren't in the server.
 
As a former GM, I understand that. Even if you don't have tools like "NPC Tools 2" all you really need- the ABSOLUTE bare minimum is just Adv Duplicator. Drop down a dupe of a posed ragdoll representing an enemy or two and there you go. Alternatively if we had the resources or the ability to do so, NPCs that lock you in turn based combat until
A. They die
B. You die
C. You escape the conflict/Out of range
 
Who would win, a fully decked out grizzled freedom fighter with 20 layers of protection or one fat stinky crab boi
 
Who wins? 5 Citizens or 1 headcrab?


Easy solution
Stop using NPC's for your lazyness

We get it, you dont want people to culmulate in the sewers. So raise the stakes and roleplay a REAL threat that players ACTUALLY have a chance of fighting.

This is roleplay, not population control simulator.

I mean fuck, remove Outcast whilst we're at it. You don't want people going into sewers and underground YET you implement the Outcast "Class" whilst actively punishing players who're trying to rp by spawning NPC's they litterally can not deal any damage to.

It's fucking baffles me honestly.

Atleast we know why it's "Hard"
 
Who wins? 5 Citizens or 1 headcrab?


Easy solution
Stop using NPC's for your lazyness

We get it, you dont want people to culmulate in the sewers. So raise the stakes and roleplay a REAL threat that players ACTUALLY have a chance of fighting.

This is roleplay, not population control simulator.

I mean fuck, remove Outcast whilst we're at it. You don't want people going into sewers and underground YET you implement the Outcast "Class" whilst actively punishing players who're trying to rp by spawning NPC's they litterally can not deal any damage to.

It's fucking baffles me honestly.
The one crab thing you're on about is right and it is silly at the moment without a functioning melee sect... but the rest...

No offence, but that's a massive absolute. An incredibly focused point of view believing everyone using an NPC is lazy when at the same time people are simply getting their grips on what is and what isn't acceptable on the first day. People can go to the sewers if they want... heck they can /spawn/ there if they want. Like I said - there's still development going along the way.

Besides, there's people doing what you've said already regarding actual characters. There's stuff being planned in the back regarding it.
 
I'm currently working on a plan to transition away from using NPC's in the sewers and rather have a guide created that GM's can follow to discourage people (that are not prepared to brave it) from being in the sewers and at the same time allow some interesting roleplay for the players.
 
If you literally have a system where you offer people to play a role that involves keeping away from the MPF and staying perpetually in hiding in order to survive as well as steal things occasionally to feed themselves YET you're punishing them out of the only place they can survive long term by spawning NPC's they can't fight against. Then at some point you've got to reconsider what is it we're trying to achieve.


And hell, you may not like the word choice Rad-X but if you're dumping Zombies/Headcrabs into the middle of a roleplay setting without any regard for the people who are currently roleplaying in that vacinity- then it's a incredibly lazy action by definition.

Hell, it's so lazy it's a determent to rp itself.
 
Basically melee will be added soon (it is done but needs testing for which I haven't had time yet).

And GM's need to learn how strong npc s currently are + that there is a lack of weapons
 
Who would win, a fully decked out grizzled freedom fighter with 20 layers of protection or one fat stinky crab boi
I've seen poison headcrabs kill fully armoured rogue cops. Nothing to sniff at.

but if you're dumping Zombies/Headcrabs into the middle of a roleplay setting without any regard for the people who are currently roleplaying in that vacinity- then it's a incredibly lazy action by definition.
We had a problem with people doing this too, always leaves a bitter taste in the mouth of the RPer because it becomes less about RP, more about fighting or "being punished"
 
I just think having TBC against NPCs in general is annoying and not fun. To me, it should really only be used in player v. player combat.
 
TBC against NPCs sounds like ass all NPCs should be S2K with at the maximum some form of S2RP for like looting them or attacking them and shit
 
TBC is actively being worked on. Perhaps @Gr4Ss has an update ready for you -- I'm not certain. Rest assured that the system is always being updated, and things like this are not intended functionality.

Moved to the WIP section.
 
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