*viKKing* Posted Jun 11, 2009, 8:45 pm |
Just a cool feature : reinforcements.
Some defined vehicles (or characters) would spawn at a given location at a given turn (T). They would follow a predefined path (waypoints in action here) and would not be player or NPC controllable until turn Y. When I mean reinforcements could not be NPC controllable, it simply means they could not be engaged or used to fight until a given moment. I know NPCs are computer controlled, doh! They could also be undestructible too until engaged. |
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ISHOULDCOCO Posted Jun 11, 2009, 9:26 pm |
would be great for missions/roleplaying etc
COCO |
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*Rahn* Posted Jun 11, 2009, 10:31 pm |
Joining a scout already underway has been one of the main things I have wanted to be able to do since I first started playing DW. It would be great to be able to come to the rescue when someone is getting a beat down.
Sam, is it even possible for someone to join a scout after it starts? |
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*sam* Posted Jun 11, 2009, 11:15 pm |
Not currently possible, but it could be done, yes. Could lead to unbalanced and/or very lengthy events though?
Actually I did briefly add a feature where the NPCs got reinforcements halfway through the combat (about 18 months ago). That was removed pretty quick... |
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Serephe Posted Jun 12, 2009, 4:44 am |
Let me guess. Someone lost a gang member and had a cry? |
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ISHOULDCOCO Posted Jun 12, 2009, 8:52 am |
From what I remebered - it was a precursor to the return encouter and the main problem was that they started too close and too fast - Sam was only using stuff like a single death siren or a Symph but they totally got the drop on you and you always lost a lot of armour if you were in a 1/2 car scout. The Ai was much inferior back then - they were pretty terrible compared to now COCO |