NPC & Building gameplay. Help them THRIVE

Discussion in 'NPCs and Creatures' started by Helix1111, Dec 8, 2014.

  1. Helix1111

    Helix1111 Big Damn Hero

    It would be nice if not only more survival elements were part of game play but it would be great for people like me who like to build to see some kinda progression by helping my npcs avoid death from monsters. just kinda of like how some plants in the game mature over a longer period of time npcs could change and learn stuff over time or something, or become "mayors" or something like that. It would be fun, because i pretty much just play starbound for the building :) Over time npc could have off spring and older npcs would die and need to place a new graveyard, eventually a quest to expand the graveyard could be an option or somthign. ect. or maybe since monsters candetect if you are inside or outside of a structure, maybe do the same thing to npcs , they can recognize if they arei nside or outside of a structure, and maybe they could take off their coat or something, just for more variety in gameplay. I like the survival part and play on hardcore mode most of the time to make the game more challenging. I hope more random stuff happens like hoards of mosnters rarely or a boss type creature enters the screen.. I'm a big fan of sim building games like simcity and sims ect. it would be cool if different types of biomes and items that are nearby effected the npcs... snow would make them cold so they would need shelter to survive and woudl seek it. ect. i often play in the same area when i'm building, sometimes not even exploring the planets.. Just some idaes i really hope to inspire more stuff for builders and rewards if you make a big city of help a villge become a city and such.
     
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  2. Khuur

    Khuur Pangalactic Porcupine

    The general gist of this idea is good, in that NPC settlements should not be completely static, but some of the details get a tad involved.

    I would love to be able to get a couple quests from them, or do a little shopping, instead of killing everyone. Being able to do something to help the settlement grow would be REALLY COOL, and seems entirely doable given the procedural generation system's apparent capabilities. That would be a cool way to settle on a planet, in a massive NPC city.

    Many of your specific suggestions, such as offspring, aging, NPC behaviour that reacts to environment (though I would love to see this), and skill / status development, seem further outside the bounds of normal development, but would be massively welcome as mods.
     
    Helix1111 likes this.
  3. final272

    final272 Void-Bound Voyager

    This idea I Love. Even before these new updates once i finish gathering supplies, I begin exploring looking for my home.
    (Always picked grassland planets that have server lighting storms to rain and fill in holes with water.)

    Once i found my home, i begin building my home and noticed that there is no NPC human colony that doesn't try and kill you. So i begin building a massive city filling them with NPC's. Now i'm weird when it comes to this, but i sympathize with the NPCS. I build them houses that i would love to live in. Private bedrooms, furniture, appliances and stock them with food.

    The idea of building a town hall to where us players can stock up the NPC town on goods such as food, meals, ore, armor and tool upgrades etc. would be an amazing game feature.

    A good way to program this would be any building that has walls and a ceiling and the type of home that the npc can work with is what is inside of the home.

    Basic civilian home. (Base template for any npc home)
    -Walls
    -Ceiling
    -Lights
    -Bed
    -Fridge
    -Table

    Farmer house (produces small amounts of food, upgrade via town hall with supplies ores etc. Upgrades increase production)
    -All of basic requirements
    -Tools on the wall
    -Nearby Fencing

    Miners House (produces small amount of ores found on planet, This also makes players want to make cities or small outpost on harder planets, upgrade-able to gather more ores/spend less supplies)
    -All of basic requirements
    -Tools on wall
    -Miners hat

    Hospital (heal civilians slowly over time. upgrades include max health of civilians rate at which they recover.
    -All of basic requirements
    -Medical supplies (Blood bank other hospital stuff)
    -Multiple beds
    -Doctors

    Town Hall (Town Hall shows the amount of food used per day/supplies, Population, health of civilization (which can be used for max health of civilians)
    -All of Basic Requirements
    -Book Cases
    -4 rooms minimal
    -Flag on Roof

    There can be a lot of buildings too many to list (Blacksmith, hot spring, tailor, general goods, Restaurant, etc.
    The town will continue to produce over time when server is on or if the player is on planet. This i'm sure can be done with math and game clock or real life clock etc.

    I know this would be A LOT of work, but this would make an amazing DLC that i'd spend $20+ on for. The reason i suggest this is because of all the sandbox games that i've looked for. There is no games that doesn't have this much of advance sandbox/survival with this function added. The only other one close to is is mine craft and even then the town building and interactions with the npcs are minimal. So DEV's thank you for making this great game, If you could work on this function i would gladly pay for a DLC.
     
    Helix1111, HI-MAX² and Khuur like this.
  4. Khuur

    Khuur Pangalactic Porcupine

    Having towns produce resources for you would definitely give good reason for players who aren't of the sort to want to put a lot into a settlement for the sake of its growth to invest in that kind of thing.

    I'd like the idea of seeing it build up over time without you (in their racial styles and all that), but that would also be more difficult to implement.
     
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  5. final272

    final272 Void-Bound Voyager

    True but with something like that not only it would take time to implement it would also restrict the player from ever building on that planet since the NPC buildings will overlap the players. This is why if this feature was implemented it would be best to leave the building to the player.
     
    Khuur likes this.
  6. Khuur

    Khuur Pangalactic Porcupine

    Hmm, that is a good point. Theoretically the NPC settlement growth system would be sophisticated enough to know not to impinge on player - built areas. Or it would expand only by the player doing quests for it (much like for certain factions in TES games *cough* Ravenrock?), and they would decide where each new installation would go. Hmm, you're right. That kind of solution gets really complicated.

    I'm just a fan of NPC architectural styles, and it would feel slightly more alive to me if I didn't have to build and decorate their homes, which they then occupy. That kind of vision though would probably be implementable only in a quite complicated mod overhauling settlements, quest chains, NPC behaviours, how their houses / buildings are put together...
     
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  7. final272

    final272 Void-Bound Voyager

    Well i don't mind building that way i can design the town myself. If i were the NPC's i'd just be glad to have a safe place to call home. Cuss from what i've learned in Starbound, it isn't if you are going to die; It's when.
     
    Khuur likes this.
  8. Khuur

    Khuur Pangalactic Porcupine

    They really should have a way to at least attempt to defend themselves. The merchants and the NPCs living alone should. Or perhaps better AI that runs and closes doors might be nice.
     
    final272 likes this.
  9. final272

    final272 Void-Bound Voyager

    That would be nice, or even give the guards the ability to switch weapons from melee to range like some enemy NPC.
     
    Khuur likes this.

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