But I wouldn't like it if I kill someone and my fellow friend takes stuff from the dead then so that I need take the stuff from my fellow friend back. Or if I don't, the inventory of the NPC gets pretty full after a while.
I like the idea with random items better. But here the same: I wouldn't like it if the inventory gets pretty full after a while. I am thinking now about a list with items the NPC can get randomly after a while - and if the player doesn't take it, it will disappear after a while.
My idea:
-> NPC gets random items X and Y after some time.
-> if the player takes the items, the NPC gets new stuff after a while. (maybe buying? Or the NPC gets only not _that_ usefull stuff so that buying wouldn't be worth the pay...)
-> if the player doesn't take the randomly generated items, they will dissapear after some time -> then, a bit later, new random items are generated.
The items could be stuff like normal junk, stones, knifes, maybe some ammo (but this could maybe make problems, if it is ammo the NPC already has and use for his gun(s)).
I have to say, I like the idea...
...and if someone has lots of time, this could become even bigger. Let's think about this: The NPC (I am speaking about companions) gets randomly some items. If he has the amount X of randomly generated items and the player enters with him town Y, the NPC opens a dialogue with the player and tells him, that he needs to go to the lokal trader. The player can then make the decision yes or no. If yes, the NPC leaves the party for a short while, walks to a trader, floats a message like "Hey dude, let's barter..." and stands there for a short time (some items get deleted, maybe some other added). If he is finished and the player is still in town, he comes back and is in the active party again. If the player leaved the map already, he goes to a lokal Bar or so and is waiting there.
Heh, what do you guys think? I like it and I am thinking now about adding it into SD2...
... man, NPC interaction in SD2 will be hella better than in Fallout 2.
