Random People!

k-7

First time out of the vault
Maybe it would be cool if there where random npcs in towns.
So everytime you come to a city, there are some other people,
wich u´ll maybe never see again.
There should be npcs to which left the town while u are there, and wich come to town while u are there, like in a real city.

What u thing about that???

btw you can combinate that with the barifghts, so everytime your
join a city, there are other people in the bars wich u are able to fight, for example.
 
Surely, imprtant people, vital or usefull for the accomplishment of your quest should not leave town. Those annoying addicts on the other hand should all turn to the wasteland facing a slow death.
 
I don't think it would be good. It'll only use system memory and do nothing important. What for do you need peoples coming in and out the town? Will it really raise pleasure from the game? I don't think so. IMO you will not even notice it.
 
Odin said:
Did you smoke something before posting ?

oh damn, how can that be that you know me?????


Ok, ill give you an example why i thing that would be cool. 1st. When u kill all people in a city, there will be everytime someone who are still coming to the town, so u can play a character whos just running around tha world and killing everything he sees. In Fo2 u can do that one time with a city, and then the city get absoultetly useless to a killer.

the Second Point is, that i thing it would give the citys more life, because there are more changes.

Questpeople should stay in the city, sure but i talk just from random people, and that would not cost much memory, because
its not hard for a computer to calculate 10 npcs which are running around and when u join a city its not hard to generate that random npcs.
 
Well I think it would be nice to see some new faces in a town from time to time. It would be more realistic and interesting too. In FO 2 there was these kind of people, but it only was the caravan masters in some towns who appeared only at specific day of the month.
 
As... disjointed as his statement was, he does bring up a much larger issue. That being NPC behavior.

More complicated NPC behavioral patterns extremely help the immersion and atmosphere of an RPG. In Gothic for instance, there's a certain time of the year when everyone in one of the cities celebrates "bucket week." Nothing special but its still fun.
 
Ok. Random NPC will be walking from place to place in current town, but they will not have complex dialog options (they'll say IMO only short texts written above their heads). Yes they will be useful if you 're a killer, but nothing else.

It'll be fun if NPC will have some kind of behavior system (like current NPC will work in the daytime, after work go to bar and then at about 3 o'clock go home and sleep). For example. You've met a traper. He will stay in town for 2 weeks and then he'll go to hunting (to the nearest gecko lair). You may go with him or wait in the town for his return. For about one week he's back. He is now sealling geckos skins... etc. IMHO it'll be really great fun and real :-).
 
Kaczor said:
It'll be fun if NPC will have some kind of behavior system (like current NPC will work in the daytime, after work go to bar and then at about 3 o'clock go home and sleep). For example. You've met a traper. He will stay in town for 2 weeks and then he'll go to hunting (to the nearest gecko lair). You may go with him or wait in the town for his return. For about one week he's back. He is now sealling geckos skins... etc. IMHO it'll be really great fun and real :-).
Well, in some places like Vault City, the shop owners close up at night, but what you're advocating is a really tall order. Each unique behavior requires some amount of scripting. If those behaviors depend on anything external (phase of the moon, weather, the commodity markets, ,etc.) you increase your exposure to regressions[1].

Extra script functions require the player's computer to work just a little harder. If you throw many of these 'extras', the load can adversely affect performance. Extra scripts also cost a lot of development time. To the point where they may need to add more people, if they can find them. Finding a good scripter than can pick up your new proprietary whiz-bang scripting language (an exciting combination of Object COBOL and p-code) on short notice is not as easy you'd think even in this economy.

Sure, enhancing non-quest NPC's adds to the atmosphere. Just don't over-do it. Eh. Everything in moderation, especially religion.

John

[1] indirect bugs caused by changes in your dependancies.
 
Whe!

I always got board of the cities in Fallout 1/2 They were never "alive" enough for me! I would like to see them change from time to time. Go to work, then home at night. Close shop at night ect. I liked how the cities worked in Arcanum, they felt somewhat alive. Even if people moved around some more, that would be a little better.

I hope in FO3 people go to sleep like in Arcanum, cause I liked that. I hate how in Fallout they just stand there. In Fallout one, in Shandy Sands, the one woman says she takes naps while you are gone, and thats why she is always up. I found that kind of funny.

Anyways, I just want the world to seem more alive, in many ways! People who come and leave town do not have to be useless. Maybe they could bring supplies. Or quests with them. (like the guy who lost his home to raiders in The Hub) someone like that could walk in, and you could get a quest from him, but he only shows up for awhile.

I also liked how in FO1 you could find that traveler guy down near the Glow ( if I remember correctly) encountering more people might be interesting. I don't know what they would do, but they could do something!

Well anyways I'm just going on and on, so I will stop now!
:)
 
k-7 said:
Ok, ill give you an example why i thing that would be cool. 1st. When u kill all people in a city, there will be everytime someone who are still coming to the town, so u can play a character whos just running around tha world and killing everything he sees. In Fo2 u can do that one time with a city, and then the city get absoultetly useless to a killer.

Uhm... So... You always play such cooooool characters or eh...

:roll:

You did smoke something, didn't ya?
 
I believe it must have been some of what Hakunan smokes in FO2...

As for Random folks... I don't know. It would be nice to be in a world with lots of interactive people and potential party members...

I mean even if your evil, you should have cool friends...
 
Time of day should have an influence over all NPC's behavior and I think day of the week should also. Special events in some locations would be a great easter egg. Definitely scripting more random behavior is more important IMHO than having useless special encounters. It seemed silly to have the same caravans in the same place every time you came to a city. Beyond silly....

I think there should be at least a few quests given by NPC's who are either migratory or keep odd schedules. This is the wave of the future in RPG's so Interplay should get on the boat if they want to compete. The time of the perpetually static city in a game is hopefully a thing of the past.
 
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