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what's with NPC sidekicks?


twospirited

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at least that's what i'll call em, but they're the ones you rescue from a group, then they're supposed to 'assist' you or w/e. however, throught he various AE Farm maps i've tried, they either jump group to group creating a mess along the way, or they hit a group or two and book it to the entrance? i'd get a list, but it's like i haven't found one  yet that doesn't do that for these kinds of farms.

 

ones where it's a straight up rescue and the npc times out, those seem fine though.

 

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Unless something has changed of late, if they are flagged as an ally, and set to follow, they should stick with you. If they are set to aggressive, they attack anything within their perception. If they are set to defensive, they attack once attacked I believe. 

 

If they are flagged as an escort, then they may fight with you until they reach their predetermined location - which should have a waypoint marker. Once they do that they may be set to wander or to exit the mission, among a few other things.

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1 minute ago, Ankylosaur said:

Unless something has changed of late, if they are flagged as an ally, and set to follow, they should stick with you. If they are set to aggressive, they attack anything within their perception. If they are set to defensive, they attack once attacked I believe. 

 

If they are flagged as an escort, then they may fight with you until they reach their predetermined location - which should have a waypoint marker. Once they do that they may be set to wander or to exit the mission, among a few other things.

none of these have the waypoint for the npc to be taken to.  and i have no control over their stance. whether aggressive, attack my target or w/e. this is just what i notice with those that should be allies but are being leroy's and trying to take on everything, or running for the door because they can't. alos thi'd be an FYI for those that offer option to door sit on their AE farm runs.

 

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THe stance setting is the author’s option - not the players

AE Arcs: Search for @Ankylosaur    * denotes Dev's Choice

  • Adventures in Lit:  Adventures in Wonderland - 25-54*  |  Adventures in Oz - 40-54  |  Adventures in Neverland - 45-54
  • Notable One-offs: Rularularian - 41-54*  |  The Serpent Beyond the Horizon - 46-52*   |  Robolution - 25-34*  |  The Genesis & Geneticists of The Coming Hamiggedon -  41-54*   |  Spycraft and Spidermen - 40-47  |  Return to Faultline - 40-54 
  • Post-Praetoria Series: All That Glitters: Gold Brickers & Mooks 9 Arcs  |   All That Glimmers:  First Warders & Mu - 9 Arcs  | All That Glints: The Awakened & Council - 3 Arcs  |  All That Glows: Nictus & 5th Column - 3 Arcs*   |  All That Gleams: Epilogue (Neo Tokyo) - 1 Arc
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Also seems like aggressive NPCs are better at following for some reason (though they will go out and kick booty on their own). I haven't seen allies hit and run like you've described. If they're set to follow for entire mission, they shouldn't be going anywhere, once you have them. You also have the option of running away from them, if it's not an escort. Once they get lost, they'll just stand there until/unless you come back for them. That can keep them out of your hair, if you don't want them. 

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I have a similar gripe with NPC's that you have to rescue/kidnap in standard radio/newspaper missions.  If you have an invisibility power engaged or are running too fast, they stop and look around like idiots, standing there helplessly until you either slow to normal speed or you shut off you stealth power.

 

Now, on the face of this, it seems perfectly logical, right?  They're ordinary civilians.  They can't run at superhuman speeds.  They can't see the invisible.

 

But, honestly, can't we just assume (for quality of life purposes) that our characters call out to the NPC to help guide them ("Calm down, Ms./Mr. *insertnamehere*  Keep running straight ahead and turn right at the next junction.  I'm right here with you.") or that we slow down, periodically, to let the NPC catch up (without actually having to do that).

 

The game already makes these suspending disbelief, QoL assumptions.  An example of this is how the NPC can follow you when you jump down off of a 2-story balcony, without breaking both their legs after plummeting to the ground below.  Can we please just implement similar suspension of disbelief/QoL measures for the NPC's with regard to speed and visual acuity?

 

I hope this is sufficiently related to the OP that I didn't commandeer your topic.  If not, my sincere apologies.  🙏

 

Okay, gripe over.  Thanks for listening.  😁

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1 hour ago, Grindingsucks said:

I have a similar gripe with NPC's that you have to rescue/kidnap in standard radio/newspaper missions.  If you have an invisibility power engaged or are running too fast, they stop and look around like idiots, standing there helplessly until you either slow to normal speed or you shut off you stealth power.

 

Now, on the face of this, it seems perfectly logical, right?  They're ordinary civilians.  They can't run at superhuman speeds.  They can't see the invisible.

 

But, honestly, can't we just assume (for quality of life purposes) that our characters call out to the NPC to help guide them ("Calm down, Ms./Mr. *insertnamehere*  Keep running straight ahead and turn right at the next junction.  I'm right here with you.") or that we slow down, periodically, to let the NPC catch up (without actually having to do that).

 

The game already makes these suspending disbelief, QoL assumptions.  An example of this is how the NPC can follow you when you jump down off of a 2-story balcony, without breaking both their legs after plummeting to the ground below.  Can we please just implement similar suspension of disbelief/QoL measures for the NPC's with regard to speed and visual acuity?

 

I hope this is sufficiently related to the OP that I didn't commandeer your topic.  If not, my sincere apologies.  🙏

 

Okay, gripe over.  Thanks for listening.  😁

Better yet, if you jump off said balcony and the hostage follows, you get a mission failed message and text that says "Mrs. Johnson has broken both her legs, hips, back and has a severe concussion"

 

I still think we should pick them up and run out, they walk too slowly and must not be too concerned with the fact that there are lots of baddies I skipped just waiting to recapture them.

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Just remember, when it comes to the NPCs, their AI isn't very I.

Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

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