Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 20,706
Stopping a bank heist scenario might be fun. But it would require a bigger indoors map.
Or for those survival nuts, they send their lowest members to rob a gun shop. Most of them start the map with bad weapons but they charge for the best guns instead of fighting you. You need to stop as many of them as you can before they do that or you get a much harder fight now.
Church has a recruitment meeting which is more like obduction event. You need to stop them from taking away X number of people from the crowd
Very much.Edit: I was a bit joking by piling up the options but the deserter state, if possible, could be also used for as-if-enemies-attacking-civilians scenarios...
Open to the possibility of protect civilian missions, but how would they be distinct from missions when you get a temporary ally and have to protect them?
But you'll have better idea whether holds or if worth at all. Can imagine, if enemies are able to attack their own under certain conditions, it opens new possibilities. Perhaps emergent mechanic like deserting, or us [accidentally] causing civilian casualties. Moreover, if AI controlled NPCs have simple behaviours (fleeing variant or other non-violent) -> is it possible to have more units on the battlefield? Allows mentioned terror-like scenarios and others. For example, a variant of the bank robbery where we protect fleeing this time (heh, initially thought the bank building is hospital): with them being AI controlled, can be spawned each turn. Etc.
As over-thinking already, some vague thoughts on distinct civilians below.
First of all, only summing up civilian units tactically/mechanically. Objectives don't need to be always protection, or even tied to them. No idea what fits the game or viable.
1. Joinable NPCs on our side (we control them but can't harm, limited number)
1a. Stats: 1-3 civilians with very low stats (so indeed need protection); versus missions with 1-2 badass NPCs (more like helping our team, or have common goal).
1b. Aggression: can vary across scenarios (enemies go more after NPC or after us), or within a scenario (eg. when nearing the flee zone or otherwise triggered change).
1c. Game mechanic: For example, when friends with police, Emilia has a phone number (active perk). You can call a backup once per battle, spawns a cop to join next turn. Each use lowers their goodwill though, and no backup when drops bellow buddies threshold.
2. Neutral NPCs on enemy side (controlled by AI, we can harm them)
2a. Deserter mechanic: Perhaps the battle starts with some units deserting or they might when motivated (a purse was stupid, let's have a bribery perk...)
2b. Civilian-enemy rank: technically enemy but counts as a civilian. Apart deserter, can have other non-violent behaviours. Or even a situation where a neutral NPC is aggressive and it's up to us what to do - eliminate in self defense or make/let him flee?
2c. Scenarios with up to ~6 civilians having very simple behaviours versus with few but more refined <- that said if simpler AI allows more units at all.
2d. Switching AI behaviour during battle (eg. triggers in # of turns, or they are standing around till an object blocking their exit path isn't eliminated, then switch to running).
3. Fluid NPCs
3a. Alliances to be decided at start: For example, initially it says cops and gangsters are having a chat. Based on what we say and/or on our prior reputation, cops either join us, join enemies, stick around to watch the show or flee... Or because viva la bribery, the scenario may as well be about gangsters trying to bribe a cop and we outbid them.
3b. If possible can switch sides during combat (eg. some trigger like head injury, scripted to betray us in # of turns, or is opportunist - his side is loosing)
4. Map obstructing NPCs (map objects uncontrollable by either side)
4a. More such people around maps, even as a background. City having civilians feel.
4b. Destructible human-objects? (then a human-object next to a fuel barrel-object....)
4c. Can barks be positioned above them? Getting some cheering up. Or the opposite.
Btw. a bug report: they aren't providing half-cover.
I've taken out a racket from every gang (chopshop, night club and that training center), besides special maps those didn't seem to be much different from usual street fights.1. Have you encountered any rackets yet? They don't seem to have built any so far, and focused on better equipment / training.
None of the gangs deployed any specialists into those levels.
3. Any guess on how many hours you've clocked up? You've got quite a lot of intel on the lieutenants, which is the best measure of progress to completion. Don't want to make the game too long, and overstay its welcome.
The post you cited and the following are about civilians. Even excluding Sect. 2 about civilian rank, still a lot of options with temporary allies and people aka map objects. The thought is, once it's clear what is possible to vary, diverse scenarios follow. However, having ideas around a mechanic doesn't mean those are good or viable. Esp. gangs, you have some concept how they operate, what are willing to do. Etc. So rather wanted to nudge than talk too concrete.Whoops, I meant civilians might be worth looking at, rather than deserter.
Oh the graphics, forgot. Was more or less referring to pacing. The fleeing AI usually takes shorter [thinking + execution] time than the battling AI. Whether giving us 5 temporary allies is viable, etc.There's no hard limit on characters on map, but characters are the most detailed and hence demanding.
There were plenty of basic mooks, but they weren't harder than lieutenant hechmen.There should be more characters, and they should be tougher, but it shouldn't be difficult to add a few specialists to the rackets. Can I ask how you found the rackets? I think there might have been an issue with how rackets are revealed in V21 - it should require intel from 2 specialists.
The post you cited and the following are about civilians. Even excluding Sect. 2 about civilian rank, still a lot of options with temporary allies and people aka map objects. The thought is, once it's clear what is possible to vary, diverse scenarios follow. However, having ideas around a mechanic doesn't mean those are good or viable. Esp. gangs, you have some concept how they operate, what are willing to do. Etc. So rather wanted to nudge than talk too concrete.
Oh the graphics, forgot. Was more or less referring to pacing. The fleeing AI usually takes shorter [thinking + execution] time than the battling AI. Whether giving us 5 temporary allies is viable, etc.
IMO, player controlled and AI controlled civilians offer different things. Even when not worth for an aggressive AI to have rules [if AI unit is tagged 'civilian' -> can be attacked], does it also exclude AI civilians not targeted by enemies?
For example, can be a map attribute: if the battleground is a shopping place during opening hours, a metro station or a disco at night. We and the gang focus on each other, while AI civilians are running in panic to the exit. Apart a change of scenery, a sort of challenge: not to be stupid to harm them or even to kill a gangster in front of witnesses (-> reputation & becoming wanted). Probably, you'll come with better idea while thinking me stupid. It's called brainstorming.
Of course, the question is whether adding some sort of rank 0 for counting civilians is worth looking at. Sorry in case I'm beating dead horse, was unclear if we're talking about the same. I might have caused confusion by using the word 'deserter' for them.
There were plenty of basic mooks, but they weren't harder than lieutenant hechmen.
Though taking out rackets was pretty much the last thing I did before posting about V21.
You remember how you found the racket in H3? It's the main racket, and should only be attackable when you find the boss. Wouldn't mind fixing this one up.Got intel about rackets from specialists interrogations: no problem there what so ever.
Question:
Has anyone tried to find out what would happen if player would just kill lieutenants and then just runs away from the map?
So there wouldn't be change to interrogate or loot intel about captains from lieutenants.
Will specialists start to give info about captains or would player have to obtain said intel from rackets (I know for a fact that intel about captain can be gained from racket levels)?
I didn't know about it, but it is locatable via normal map scouting.You remember how you found the racket in H3? It's the main racket, and should only be attackable when you find the boss. Wouldn't mind fixing this one up.
I didn't know about it, but it is locatable via normal map scouting.You remember how you found the racket in H3? It's the main racket, and should only be attackable when you find the boss. Wouldn't mind fixing this one up.
Just checked that from my save.
Quick Announcement: Version 22 is live
7 DECEMBER - TIMESLIP
Hi all,
Just a quick notice to let you know that Vigilantes version 22 has just gone live. Will post a development video and update notes soon (after getting some rest, it's been a looong, 13 hour day!)
As a courtesy notice to those considering picking up the game, Vigilantes will be 10% off from 18:00 GMT tomorrow!
Happy Christmas and a brief update on V23!
23 DECEMBER - TIMESLIP
Hi everyone,
We'd like to wish you all a happy Christmas - we hope you have an enjoyable and peaceful time, and that next year will be a great year for you!
We're making good progress on version 23, having added an enemy trait system (think simplified perks, which are randomly allocated to enemies to allow them to provide a more varied challenge), and today I just finished adding AI code which allows enemies to target gas canisters, and run away so they don't get damaged. If you'd like to see notes on the work so far on V23, you can find them here[timeslipsoftworks.com].
We're going to wind down development for a few days, but since it's a nice time of year to do some writing, a few new encounters will likely be written and old ones edited between time with family and friends, movies, games, and dinners which are too big
Thanks for your support, and enjoy the holiday!
Daithi (on behalf of Timeslip Softworks)
This video covers the changes made to date on version 23 of neo noir turn based tactical RPG, Vigilantes. The additions include an enemy traits system, a new map, a new craftable item, perk, and the ability to unload firearms.
"Melee resistant" and "firearm resistant" sound retarded and gamey. would throw them in the dumpster and come up with something better.
Everything else looks pretty great.
Any chance we can get some weapon upgrade or tweeking system?
Even simple shit like poisoning all your blades and bullets before mission so they do bonus damage during one mission or disable those they hit in some way.
Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
From what little I know, an armour-vest designed to withstand ballistics is rather ineffective against knives, and vice versa, on account of the differing impacts involved.Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
Military grade heavy armor (for example russian Fort armor) can withstand both.From what little I know, an armour-vest designed to withstand ballistics is rather ineffective against knives, and vice versa, on account of the differing impacts involved.Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
Probably just the naming, but im trying to think of a person that can shrug off bullets easilyHey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?