Per said:
Haenlomal said:
1) Raiders (already implemented)
2) Vault City patrols
3) Slavers near Den (if you took out Metzger)
4) Unity patrols (Broken Hills)
5) Enclave patrols
Interesting point. I don't agree with the slavers - bands of them could be assumed to continue operating even after their central organization broke down - but the others are valid. You'd have to find appropriate conditions, though. Either by picking a selection of key figures and disabling encounters if a percentage of them are dead, or having
everyone in a location increase a kill counter towards a critical proportion (50%? 60%?). Does sound like a modpack thing.
Ok, I see your point about the slavers, and I agree with it. Good call.
As for appropriate conditions, that'd be a bit tougher. I think you'll need new global variables to keep track of the populations of each of the town or base (using the reserved GVARs come to mind, or making new GVAR values work too). Then each time a townsfolk is killed, the counter can be decremented in destroy_p_proc.
If we really want to get complicated, we can even implement a "patrol strength" counter. It's easier to explain what I mean via an example, so here I go:
1) Define new global variables GVAR_VC_PATROL_STRENGTH and GVAR_VC_PATROL_RESPAWN.
2) Initiate GVAR_VC_PATROL_STRENGTH to 40 (Given that Vault City has a population of only 103 people, I think a patrol strength of 30 is realistic, given they also hire the occasional "Outsider", such as the Chosen One).
3) Initiate GVAR_VC_PATROL_RESPAWN to some sort of inactive value (maybe zero would work).
4) Every time a Vault City patroller is killed in random encounter (either by the player or another NPC), decrement GVAR_VC_PATROL_STRENGTH by 1.
5) If GVAR_VC_PATROL_STRENGTH hits 0 or below, set GVAR_VC_PATROL_RESPAWN to current game date.
6) No Vault City patrols will spawn while GVAR_VC_PATROL_STRENGTH is 0 or below.
7) One month (or whatever) after the date recorded in GVAR_VC_PATROL_RESPAWN, set the GVAR_VC_PATROL_STRENGTH back to 40, and set GVAR_PC_PATROL_RESPAWN back to 0 (or whatever the inactive value is). For even more realistic behaviour, increment GVAR_VC_PATROL_STRENGTH by 10 each month until the max of 40 is reached.
A bit complicated to implement, but it'll give the player a feeling of true control over his environment!
As for the modpack thing, I'm kinda split about that (though of course killap has final say). On the one hand, killap has introduced the two new "bad" Vault City endings, so I think for consistency's sake at least, he should implement Vault City patrols disappearing when Vault City is destroyed.
But doing that for all the other towns and bases can be very time consuming. And that's not all: we will have to take into account not only the patrollers, but the caravan encounters as well. For example, if you wiped out Broken Hills, then you should not be running into Broken Hills caravans (i.e. those carrying uranium ore), or any Unity Patrols. Given the major work and functionality change, these other stuff may be best suited for the modpack.
-- The Haen.