Conditionally populated rooms - Discussion

Started by Morgenes, November 04, 2008, 02:45:26 PM

I naively hope this will lead to more muggings rather than more corpses, but I'm going to go ahead and sincerely doubt it.
"Last night a moth came to my bed
and filled my tired weary head
with horrid tales of you, I can't believe it's true.
But then the lampshade smiled at me -
It said believe, it said believe.
I want you to know it's nothing personal."

The Chosen

Great code change! I just do hope that NPC whole murder is kept to a minimum ...

Rocking my socks Morg. Rocking my socks!
Quote from: Marauder Moe
Oh my god he's still rocking the sandwich.

Quote from: number13 on November 05, 2008, 03:19:54 AM
Playing a criminal -and- a militia member just got a lot more exciting.

Naw; that's always been pretty exciting.
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.


Quote from: number13 on November 05, 2008, 03:19:54 AM
Playing a criminal -and- a militia member at the same time just got a lot more exciting.  Awesome.

Fixed.
Quote from: Agameth
Goat porn is not prohibited in the Highlord's city.

I am so relived that this situation has finally been addressed.  I've been playing since 98 and the
one placement in the game that drove me nuts was the crime flags for populated areas.  It always
seemed to make it damn near imposible to be a criminal starting out and even as a long lived character
it was always a high risk that would land you dead or in the hands of the templarete.  I've played my
share of sneaks and thieves and most have died due to crim flagging for a situation that could or could
not have been witnessed.  Finnally a little more reality..  And last but least now I can do some things I've
always wanted to mess around with..  Watch your back folks....  :o

I just want to make sure I'm understanding this correctly. If the time is Late at Night or Before Dawn, there is no coded virtual population to see you commit the crime.... so..

If there is an NPC in some lone alleyway or something, and I throw a dart at his nut sack, or attempt to cut off his 'sid purse, unless there is a solider in the room with me, or with the target, its pretty much a free-for-all? What if there is more than one NPC in the room?
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

This is probably one of, if not, the best change I've ever seen. I always felt Armageddon was far too efficient a police state before this. Almost like the Minority Report, except they knew you were guilty a split second after instead of before.

I love this code change.  ;D
Quote from: Gimfalisette
(10:00:49 PM) Gimf: Yes, you sentence? I sentence often.

The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

I likes.

>drop pants
You do not have that item.

Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.
Morgenes

Producer
Armageddon Staff

Quote from: Morgenes on November 06, 2008, 04:31:04 PM
Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.

But clan guards don't currently count, right?
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.

Quote from: brytta.leofa on November 06, 2008, 04:34:50 PM
Quote from: Morgenes on November 06, 2008, 04:31:04 PM
Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.

But clan guards don't currently count, right?

No
Morgenes

Producer
Armageddon Staff

Quote from: Morgenes on November 06, 2008, 05:01:56 PM
Quote from: brytta.leofa on November 06, 2008, 04:34:50 PM
Quote from: Morgenes on November 06, 2008, 04:31:04 PM
Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.

But clan guards don't currently count, right?

No


Could they count? Please? Pretty please? Pretty please with a Kalan on top?  Compound guards are already not so difficult to take out, and now it's possible to do it with even less risk. Once you figure out the militia patrol schedule. Nyr made all the right arguments in the 'ask the staff' thread about it.

Quote from: Nez on November 06, 2008, 05:25:08 PM
Quote from: Morgenes on November 06, 2008, 05:01:56 PM
Quote from: brytta.leofa on November 06, 2008, 04:34:50 PM
Quote from: Morgenes on November 06, 2008, 04:31:04 PM
Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.

But clan guards don't currently count, right?

No


Could they count? Please? Pretty please? Pretty please with a Kalan on top?  Compound guards are already not so difficult to take out, and now it's possible to do it with even less risk. Once you figure out the militia patrol schedule. Nyr made all the right arguments in the 'ask the staff' thread about it.

I agree with this.
Quote from: Gimfalisette
(10:00:49 PM) Gimf: Yes, you sentence? I sentence often.

Quote from: Nez on November 06, 2008, 05:25:08 PM
Quote from: Morgenes on November 06, 2008, 05:01:56 PM
Quote from: brytta.leofa on November 06, 2008, 04:34:50 PM
Quote from: Morgenes on November 06, 2008, 04:31:04 PM
Quote from: Nez on November 06, 2008, 03:40:15 PM
The rooms with gate guards should be an exception to this rule in my opinion. Meaning, that the entrance to compounds and such similar like should always be considered populated.

If there is a soldier there, they will be reported.

But clan guards don't currently count, right?

No


Could they count? Please? Pretty please? Pretty please with a Kalan on top?  Compound guards are already not so difficult to take out, and now it's possible to do it with even less risk. Once you figure out the militia patrol schedule. Nyr made all the right arguments in the 'ask the staff' thread about it.

I agree, owing to the nature of compound security. Right now it's just too easy to cave in a guy's skull and grab his key, because he's standing out there all by his lonesome.

I agree about compound security.  The fact that npcs are stupid means we need to have code make some considerations for them.   A compound npc guard isn't gong to stand there while they are attacked.  They're going to make a scene.  Crim code should count with them to reflect this.

Quote from: UnderSeven on November 10, 2008, 04:57:47 PM
I agree about compound security.  The fact that npcs are stupid means we need to have code make some considerations for them.   A compound npc guard isn't gong to stand there while they are attacked.  They're going to make a scene.  Crim code should count with them to reflect this.

This.

I'm largely in favor of pure anarchy and murder sprees, but I kind of get the sense that this compound-guard idea is warranted.

The other route to take is to put more than just one guard out in front of the compounds so they have a fighting chance. That would be an IC reflection of the fact that nights are getting rougher the known world over.

Even without the wanted flags, there'd be IC hell to pay in the long run for anyone taking attacking a merchant house like that in the city. But that may not stop the twinkiewinks.

KIA
"The perfect police state has no police." - William S. Burroughs

Quote from: KIA on November 10, 2008, 07:53:06 PM
I'm largely in favor of pure anarchy and murder sprees, but I kind of get the sense that this compound-guard idea is warranted.

The other route to take is to put more than just one guard out in front of the compounds so they have a fighting chance. That would be an IC reflection of the fact that nights are getting rougher the known world over.

Even without the wanted flags, there'd be IC hell to pay in the long run for anyone taking attacking a merchant house like that in the city. But that may not stop the twinkiewinks.

KIA

I'd prefer this.

If a group of organized criminals decide they want to break into the Salarri compound, part of their plan will be hitting those gate guards with heramide darts. If they succeed, no one will make a peep. If they don't, the NPC's should probably be coded to yell their fucking heads off, and alert the rest of the compound.

I'm in support of making compound gate guards more badass, than making them reliant on the all-seeing, all-knowing crim code.

It isn't realistic to see:

>throw dagger guard
You toss a dagger, but miss like a frickin' newb!
You are now wanted in your entire city state by every single soldier known to mankind within five miliseconds, even though its night-time, the guard didn't get a good look, and you were wearing a mask and a hood.

You think:
"Shit."
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

Quote from: Reiloth on November 12, 2008, 05:57:07 AM
>throw dagger guard
You toss a dagger, but miss like a frickin' newb!

Neither insane gate-guard skills no city-wide crime code, but rather:

A green-eyed gate guard shouts, gutturally, in sirihish,
  "GUARDS! T' th' gate!"
A green-eyed gate guard unslings a tower shield from her back and ducks behind it.
The rugged, muscular half-giant opens a bone-braced agafari gate from the other side.
Five burly dwarven hunters and a pajama-clad half-elf arrive from the north, looking collectively enraged.
A burly dwarven hunter intently scans the area.
The rugged, muscular half-giant closes a bone-braced agafari gate from the other side.
A burly dwarven hunter intently scans the area.
A burly dwarven hunter intently scans the area.
A pajama-clad half-elf intently scans the area.
A burly dwarven hunter intently scans the area.
A burly dwarven hunter intently scans the area.
> think New plan!; run

The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.

Quote from: brytta.leofa on November 12, 2008, 10:22:48 AM

Five burly dwarven hunters and a pajama-clad half-elf arrive from the north, looking collectively enraged.

A pajama-clad half-elf intently scans the area.


Still laughing.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: brytta.leofa on November 12, 2008, 10:22:48 AM
Quote from: Reiloth on November 12, 2008, 05:57:07 AM
>throw dagger guard
You toss a dagger, but miss like a frickin' newb!

Neither insane gate-guard skills no city-wide crime code, but rather:

A green-eyed gate guard shouts, gutturally, in sirihish,
  "GUARDS! T' th' gate!"
A green-eyed gate guard unslings a tower shield from her back and ducks behind it.
The rugged, muscular half-giant opens a bone-braced agafari gate from the other side.
Five burly dwarven hunters and a pajama-clad half-elf arrive from the north, looking collectively enraged.
A burly dwarven hunter intently scans the area.
The rugged, muscular half-giant closes a bone-braced agafari gate from the other side.
A burly dwarven hunter intently scans the area.
A burly dwarven hunter intently scans the area.
A pajama-clad half-elf intently scans the area.
A burly dwarven hunter intently scans the area.
A burly dwarven hunter intently scans the area.
> think New plan!; run



I'm largely in favor of this.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

So basically give every compound their own little crim-code for their guards?

I approve.