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Originally Posted by Tuco The biggest issue code wise would be getting the function into the server code to do a live update of a MOB. Doing an iteration every hour would just be incorporated into the main loop of the game server. |
Easy. Changing of the Guard.
Another thing I'd like to work on is non-static city environments. NPCs that have places to go and things to do. Give them daily lives or schedules.
For all Guard-type npcs, give them a "home base/barracks" that they return to/rotate out from every 10-12hours(+/- variable). If Guard10 has x amount of time counters on him upon entering the barracks, the world spawns a promoted unit and cycles it into the guard. Just have to do a simple check to make sure you don't get a ton of named mobs up.
If mob = 10x TimeCounter // check guard-cycle1 // if promotion1 = no, promote mob
then it just keeps going up. Day 1 is all grunts and the main boss. Few days later a grunt is promoted to guard captain, if he's undefeated, he goes up to commander. Once he vacates the guard captain position, the next most senior grunt is able to advance and take his place.
A changing of the guard could serve for gameplay purposes as well. Maybe players will wait until the guards are rotated out to try and sneak in? And the timecounter could be redistributed to a new grunt instead of attached to a certain one, so players can't leave 1 alone and come back in a week to kill him.