05-28-2009, 01:55 PM
Slamz Wrote:I don't think that NPCs like this should ever completely listen to a player. They are still meant to be independent thinkers, as if they were other players, albeit simplified.
It may be more a question of influence.
For example, the orc camp is within attack range of 3 dwarf camps.
Dwarf Camp A: distance 100, value 50, defense 50
Dwarf Camp B: distance 200, value 100, defense 10
Dwarf Camp C: distance 300, value 50, defense 50
Let's say the formula for determining which to attack is something like:
(300-distance) + value + (100 - defense)
So:
A = 300
B = 290
C = 100
The orcs will attack camp A if nobody has any better ideas.
You have 20 influence and suggest camp B, making its value 310, now it's the prime target. I have 15 influence and suggest camp A, making its value 315, now it's the prime target.
I didn't exactly overrule you, but I was able to get the Orcs to do what I wanted because they basically already wanted to do that and while your opinion could sway them, it couldn't sway them against my opinion plus their natural desire to attack camp A.
(In reality I would make player influence count for much less, so that it's not simply a "vote" that totally overrules the Orc's natural desires but I would still factor in it. Maybe player input counts on a logarithmic scale...)
This approach seems like it would minimize griefing. At first thought I like it.
"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
Every citizen should be a soldier. This was the case with the Greeks and Romans, and must be that of every free state.
-Thomas Jefferson
Spread my work ethic not my wealth.
Every citizen should be a soldier. This was the case with the Greeks and Romans, and must be that of every free state.
-Thomas Jefferson
Spread my work ethic not my wealth.
