Forums » Suggestions
NPC guild members...
this probably wont be to well received but what the heck? I propose...(just so space wont be so empty and lonely)...guild affiliated NPCs.
Their stats could be an average of the over all guild members. the amount each guild could have, I imagine would be a percentage of the guilds members...ie, a guild with 100 members might get 10 NPCs.
NPC guild members would act in general as the normal members would...VPR NPCs would patrol Grey, CLM would camp WHs, PA would mine/trade/patrol, ORE would mine, ONE and Itan would patrol their nations...etc...etc...
Any monies they received could go towards the guild banks or they could simply use it for ships and equipment and make deposits into the bank like normal players.
Also, since guilds are in a sense corps...it might not be a stretch for them to have access to regular bots...ie, mining and defense bots.
Their stats could be an average of the over all guild members. the amount each guild could have, I imagine would be a percentage of the guilds members...ie, a guild with 100 members might get 10 NPCs.
NPC guild members would act in general as the normal members would...VPR NPCs would patrol Grey, CLM would camp WHs, PA would mine/trade/patrol, ORE would mine, ONE and Itan would patrol their nations...etc...etc...
Any monies they received could go towards the guild banks or they could simply use it for ships and equipment and make deposits into the bank like normal players.
Also, since guilds are in a sense corps...it might not be a stretch for them to have access to regular bots...ie, mining and defense bots.
Errr.... no?
Well...that was certainly an education in elocution, a veritable cornu copiae of linguistic excellence. Perhaps you might elaborate upon your objection?
Nations have NPCs/bots, as do the various Corps of UIT and I rather miss the NPC rats of yore...given the history of NPCs and bots it seems reasonable...(at the current level of active paying members)...that guilds might have NPCs.
The largest Guild currently has just over 100 members, about 25% of which are very active. If a guild had say 10% allowance of bots/NPCs, then even the largest two guilds would only have about 10.
This would mean more guild activity even if only one member of a guild were on, pirates would have more targets...etc...etc...
Nations have NPCs/bots, as do the various Corps of UIT and I rather miss the NPC rats of yore...given the history of NPCs and bots it seems reasonable...(at the current level of active paying members)...that guilds might have NPCs.
The largest Guild currently has just over 100 members, about 25% of which are very active. If a guild had say 10% allowance of bots/NPCs, then even the largest two guilds would only have about 10.
This would mean more guild activity even if only one member of a guild were on, pirates would have more targets...etc...etc...
Hm. My gut feeling is that, as the game stands today, guilds should stay player-only.
But that's just my unsubstantiated opinion, so take it with as much salt as you'd like.
But that's just my unsubstantiated opinion, so take it with as much salt as you'd like.
No, as in, no, I don't think guilds should have bots doing their work for them.
Among the many reasons as to why not, I shall pick out a few:
- AI. Bot AI is a difficult thing. We're happy when they are smart, but not too smart, as long as we're fighting them. When they work for us, we want them to be as smart as possible, to minimize losses.
- AFK mining, trading, fighting. This is a MMOG, not a 'buy/hire/make stuff and let it do your job', aka Sims/Railroad Tycoon/SimCity.
- Control. How do you tell the bots what to do? Who retains control over them? With regards to other guilds: How are ROE set up?
I think this would open too many cans of worms, yet again. And this is why I said no.
Among the many reasons as to why not, I shall pick out a few:
- AI. Bot AI is a difficult thing. We're happy when they are smart, but not too smart, as long as we're fighting them. When they work for us, we want them to be as smart as possible, to minimize losses.
- AFK mining, trading, fighting. This is a MMOG, not a 'buy/hire/make stuff and let it do your job', aka Sims/Railroad Tycoon/SimCity.
- Control. How do you tell the bots what to do? Who retains control over them? With regards to other guilds: How are ROE set up?
I think this would open too many cans of worms, yet again. And this is why I said no.
Sim aspects isn't necessarily a bad thing in a FPS MMORPG.
Well, at least you explained...
"AI. Bot AI is a difficult thing. We're happy when they are smart, but not too smart, as long as we're fighting them. When they work for us, we want them to be as smart as possible, to minimize losses."
AI wouldnt have to be any different than it is in the PCC mission editor...(which actually makes it really easy). As for minimizing losses, its not as though anyone could blow through 5 to 10 million in a week or even a couple days of intense PvP, yep minimizing losses is very important.
- "AFK mining, trading, fighting. This is a MMOG, not a 'buy/hire/make stuff and let it do your job', aka Sims/Railroad Tycoon/SimCity."
Couldnt agree more, which is why I did not suggest NPC slaves. But, VERY good point about the AFK mining...that never happens...ever, at all.
- "Control. How do you tell the bots what to do? Who retains control over them? With regards to other guilds: How are ROE set up?"
Much like the other NPCs they are set up to do certain actions and have certain responces to situations. in this case they would act according to guild policy. Primary function of the guild...Guild KoS list...etc...etc...
the areas of the mission editor dealing with NPC creation make all tah quite easy.
"AI. Bot AI is a difficult thing. We're happy when they are smart, but not too smart, as long as we're fighting them. When they work for us, we want them to be as smart as possible, to minimize losses."
AI wouldnt have to be any different than it is in the PCC mission editor...(which actually makes it really easy). As for minimizing losses, its not as though anyone could blow through 5 to 10 million in a week or even a couple days of intense PvP, yep minimizing losses is very important.
- "AFK mining, trading, fighting. This is a MMOG, not a 'buy/hire/make stuff and let it do your job', aka Sims/Railroad Tycoon/SimCity."
Couldnt agree more, which is why I did not suggest NPC slaves. But, VERY good point about the AFK mining...that never happens...ever, at all.
- "Control. How do you tell the bots what to do? Who retains control over them? With regards to other guilds: How are ROE set up?"
Much like the other NPCs they are set up to do certain actions and have certain responces to situations. in this case they would act according to guild policy. Primary function of the guild...Guild KoS list...etc...etc...
the areas of the mission editor dealing with NPC creation make all tah quite easy.
"Couldnt agree more, which is why I did not suggest NPC slaves. But, VERY good point about the AFK mining...that never happens...ever, at all."
So you suggest we encourage AFK mining? And NPC slaves is exactly what you suggested.
"As for minimizing losses, its not as though anyone could blow through 5 to 10 million in a week or even a couple days of intense PvP, yep minimizing losses is very important."
So you say that everyone has the time to spare in real life for making tons of money, all to sustain PvP in addition to your NPC goons? And if that is not the case, aren't you creating a two-class system in VO, where those who have been here for some time and have more spare time to spend on the game have a significant edge which has basically nothing to do with skills over those who enjoy playing, but cannot do so 24/7?
Why couldn't you just let me say 'no' and be done with it? The result would have been the same: I am opposed to your idea. You can take it for granted that I do not say 'no' just for the fun of it, but because I am of the opinion that my saying 'no' is warranted, and that I have good reasons (naturally based upon my own assessment) for doing so.
So you suggest we encourage AFK mining? And NPC slaves is exactly what you suggested.
"As for minimizing losses, its not as though anyone could blow through 5 to 10 million in a week or even a couple days of intense PvP, yep minimizing losses is very important."
So you say that everyone has the time to spare in real life for making tons of money, all to sustain PvP in addition to your NPC goons? And if that is not the case, aren't you creating a two-class system in VO, where those who have been here for some time and have more spare time to spend on the game have a significant edge which has basically nothing to do with skills over those who enjoy playing, but cannot do so 24/7?
Why couldn't you just let me say 'no' and be done with it? The result would have been the same: I am opposed to your idea. You can take it for granted that I do not say 'no' just for the fun of it, but because I am of the opinion that my saying 'no' is warranted, and that I have good reasons (naturally based upon my own assessment) for doing so.
I was merely curious as to why you said no.
I'm sorry, I'm feeling snappish as of late. Perhaps the sarcasm in your post drew me out... please accept my apologies.
No, Tosh, you were so close to the Dark Side.
Do not give in to your pity for the weak minded and inarticulate. They waste your time, foul the forum with their poor reasoning, and deserve no mercy.
Do not give in to your pity for the weak minded and inarticulate. They waste your time, foul the forum with their poor reasoning, and deserve no mercy.
Darth Hannibal is at it again...
Anyway, I really think that having true NPC escorts/buddies would be more reasonable before we have guilds made of automatons.
Anyway, I really think that having true NPC escorts/buddies would be more reasonable before we have guilds made of automatons.
I fully support this idea on one condition: the Guild Bank gets charged for every ship, accessory, and item used by the NPCs.
I'd cut tens of millions of credits off TGFTs balance sheet per week, just by butchering their NPCs and spacing their cargoes.
I'd cut tens of millions of credits off TGFTs balance sheet per week, just by butchering their NPCs and spacing their cargoes.
Dr. Lecter...for an idea such as this to work, the guilds bank would have to be where the money came from. On the other end of that though, much like PCs the NPCs would put a percentage of their money into the bank.
As for the whole TGFT thing their current minimum monthly income is 18,750,000. Their minimum yearly income is 225,000,000...based on the the mandatory minimum 250,000 per month tithe...(figures based on current membership). So it would be a bit difficult...also, it wouldn't be very nice of you. Though I'm sure no one expects nice from you.
As for the whole TGFT thing their current minimum monthly income is 18,750,000. Their minimum yearly income is 225,000,000...based on the the mandatory minimum 250,000 per month tithe...(figures based on current membership). So it would be a bit difficult...also, it wouldn't be very nice of you. Though I'm sure no one expects nice from you.
No
I'm sure if guilds were to have such NPCs at cost then the guild should have the right to have those particular NPCs to be active or inactive.
P.S. I didn't know you looked into TGFT's finances so closely, Ryan.
P.S. I didn't know you looked into TGFT's finances so closely, Ryan.
Surby, I don't actually. TGFTs 250,000 per month membership fee is as common knowledge as the proposed eventual uses. Closely would be a more accurate figure, including the random and more generous deposits/donations/revenue from certain ventures/events/members...etc...etc...etc...
On a different note, I disagree with the guild exorcising such complete control over NPCs as that would constitute slavery which I am sure the majority...(if not all)...of us are firmly against.
How ever, bots I completely agree...the guild members should absolutely have control over them, ie...the guild member who owns the specific bots should be able to control them and possibly have access to guild owned bots.
On a different note, I disagree with the guild exorcising such complete control over NPCs as that would constitute slavery which I am sure the majority...(if not all)...of us are firmly against.
How ever, bots I completely agree...the guild members should absolutely have control over them, ie...the guild member who owns the specific bots should be able to control them and possibly have access to guild owned bots.
What would be the limitations of those guild controlled bots then?
I view that these bots would carry out minor duties of transport and defense. They would only be active in these duties when ordered to and docked wherever they are kept when inactive.
This of course provides some other complications is guild cargo holds at stations, operating range of the bots from their home station, cost and requirements of obtaining certain bot types, and logs of the actions of the bots for example what they killed, what killed them, and so on.
I view that these bots would carry out minor duties of transport and defense. They would only be active in these duties when ordered to and docked wherever they are kept when inactive.
This of course provides some other complications is guild cargo holds at stations, operating range of the bots from their home station, cost and requirements of obtaining certain bot types, and logs of the actions of the bots for example what they killed, what killed them, and so on.
I suppose the limitations would depend on the bots...combat mining transport...etc...etc...
Area of operation would likely be the easiest to define, I would suggest that mining bots cannot operate beyond the system they are homed in, unless re-homed some where else by the guild or owner.
Defense or combat bots would be able to operate strictly in the sector the guild or owner is, but would be able to follow them.
Transport bots, much the same as NPC voys...point A to point B.
As for logs, this is as good a time as any to suggest another idea. The "guild sensor log/comm", pretty much the same as ours...ie, Killed/Killed BY/location...etc...etc...
Area of operation would likely be the easiest to define, I would suggest that mining bots cannot operate beyond the system they are homed in, unless re-homed some where else by the guild or owner.
Defense or combat bots would be able to operate strictly in the sector the guild or owner is, but would be able to follow them.
Transport bots, much the same as NPC voys...point A to point B.
As for logs, this is as good a time as any to suggest another idea. The "guild sensor log/comm", pretty much the same as ours...ie, Killed/Killed BY/location...etc...etc...
Quote by Lecter: "I fully support this idea on one condition: the Guild Bank gets charged for every ship, accessory, and item used by the NPCs.
I'd cut tens of millions of credits off TGFTs balance sheet per week, just by butchering their NPCs and spacing their cargoes."
And that is another reason why I am against it, closely related to the 'minimize losses' reason. It would make it all too easy for maliciously inclined guilds to curb other, smaller guilds without great risk, because as said, AI ships will never, ever be as good as humans, in-game.
I'd cut tens of millions of credits off TGFTs balance sheet per week, just by butchering their NPCs and spacing their cargoes."
And that is another reason why I am against it, closely related to the 'minimize losses' reason. It would make it all too easy for maliciously inclined guilds to curb other, smaller guilds without great risk, because as said, AI ships will never, ever be as good as humans, in-game.