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Controlling NPC to attack hostiles. - Printable Version

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Controlling NPC to attack hostiles. - Hawkwings - 03-01-2009

I like the idea, and it would be a great addition if the abuse problem can be solved.

I think the Guard ID requirement is definitely a step in the right direction. My suggestion would be to have an extra piece of equipment, similar to an ID, that you could mount to you ship, and only having that equipment would allow you to use the command. Then you could put limitations on that equipment, maybe make it not sold at bases, and only given out by faction leaders and special requests to admins. That way, it severely restricts the number of people that could get access to it, and demands a certain level of responsibility and accountability. If a player abuses it, pull the item from him. If a faction abuses it, pull all of the items from the faction and the leader.

And yes, this would be most useful for locking bases and trade lanes.


Controlling NPC to attack hostiles. - Kambei - 03-01-2009

' Wrote:Why the recommended Guard IFF/ID and cancel command.


Also, this shouldn't add a significant amount lag since its not spawning any additional NPCs, just changing the behaviour of ones that are already in space.

guard ID is nothing... it is just "extra" time spendt in killing NPCs, nothing more. And only posible cancel comand is thru chat but I wanna see you how are you typing comand during fight. Also you must count natural human idiocy... I dont think so ppl who intencionaly send NPC spam on you will bother himself to type stop comand.

And lag.... well any time someone with proper ID/tag cklick with mouse on targed, sys must do all calculations again... and again. Now imagine event, 10 vs 10.... 20 NPCs of both sides around and all those "if".

Lets go do some counts:

6x "if" - distance, tag of "attacker", tag of "victim", ID of "attacker", ID of "victim", time counter "on"

distance: distance of players: 20 asks, each player to enemy NPC: 20x 20 = 400, each player to own NPC: 400
confirmation of rest of "if": 20x 5 = 100 asks
change of target of all NPC:= 40 asks

togeather 860 asks per one click of both sides. Now imagine full server which is 200 ppl, 1/2 in fight (because fight with NPCs is fight too). Lagmachine.




Controlling NPC to attack hostiles. - MarvinCZ - 03-01-2009

Kambei, you DO realise that the only time server computes anything about it is when you actually send the /attack command, right? Because your numbers are just nonsense.


Controlling NPC to attack hostiles. - Kambei - 03-01-2009

' Wrote:Kambei, you DO realise that the only time server computes anything about it is when you actually send the /attack command, right? Because your numbers are just nonsense.

ok so server doesnt need to check distance, ID verifications and rest of things in mule's post? Oh but who will do it? Magic fairy or papa smurf?


Controlling NPC to attack hostiles. - CCI45-px/Probe149 - 03-01-2009

' Wrote:Well it's not as if NPC are going to totally wtfpwnrape someone. It's a tiny bonus at best, and more in the spirit of RP + locking bases. NPC (with the exception of battleship patrols) rarely any effect. I've seen dozens of traders hostile to Corsairs fly to Crete, drop their cargo of food rations, and leave, the whole time under fire from corsair NPC, no significant effect on him. It's not as if /attack is going to significantly affect fights, is my point.

Corsair NPC are more than a tiny bonus. At least in Gamma. Each has mounted at least 1 Rapier. Multiple the demage by those by 10, add the Salamancas and you have a little angry swarm on your six. Most of the damage i get while fighting in Gamma with Corsair NPC nearby is done by said NPCs, not by the players.


Controlling NPC to attack hostiles. - Cellulanus - 03-01-2009

Can we at least do it with guard NPCs in guard systems if this turns out to be a no-go?


Controlling NPC to attack hostiles. - tazuras - 03-01-2009

' Wrote:ok so server doesnt need to check distance, ID verifications and rest of things in mule's post? Oh but who will do it? Magic fairy or papa smurf?

Can't these things be calculated only when the command is given, how many people will be using this at the exact same time?


Controlling NPC to attack hostiles. - Kambei - 03-02-2009

' Wrote:Can't these things be calculated only when the command is given, how many people will be using this at the exact same time?

uh missed that in Mule's post... was thought it should be automatic when your first blast hit oponent.

ok forget on those calculations, they are in that case pointless:)


Controlling NPC to attack hostiles. - MarvinCZ - 03-02-2009

' Wrote:uh missed that in Mule's post... was thought it should be automatic when your first blast hit oponent.

ok forget on those calculations, they are in that case pointless:)
You also missed it in my post. Next time instead of skipping to the "Post mocking" button, try reading.



Controlling NPC to attack hostiles. - BeanzOnToast - 03-02-2009

Awesome idea which could possibly put an end to:

Smuggler: Ohai LNS-Cattle Bruiser ... Got a fresh shipment of arties that i'm willing to exchange for some geniuine software on 'hattan... hope you don't mind ...
LNS-Cattle Bruiser: Actually i do !
LNS-Cattle Bruiser has ordered patrols to attack Smuggler
Smuggler: Oh sh...

Personally i think it wouldn't be abused ... Technically it would only prevent silent type of smugglers/traders abusing their docking rights ...

Trying to stop cruise docking lux liner full of passengers docking with Crete is a bit of a pain when we spot the thing 5k from Crete's mooring fixture. I assume that it is equally annoying while beeing on the other side of the fence trying to stop cardi/artifact smugglers from docking on lawfull bases ...