Mob Follower Rewrite?
At this point in time, I see offensive NPC mobs as incredibly unbalancing, so stick with the above examples of both likely bodyguard loyalty and mission to explain why your bodyguards/maid/valet do not attack people for you.
It's a touchy subject. ^.^
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3. Add a new hail subcommand, 'hail call <name | all> <rpyell>'.
This command will have your character send out an RPyell that
looks like this, for example:
hail call amelia shouts, "For For goodness sake, Amelia! Stop dawdling! I said teaaaa!"
Kinaed shouts, "For For goodness sake, Amelia! Stop dawdling! I said teaaaa!" [Hail]
If the retainer mob is 1 room away, they will have a 100% chance of
attempting to travel to the room name their hailing owner is located
in. For each additional 1 room, they are 25% less likely to answer.
Using hail in this manner during combat takes up a combat round.
Additionally, being in combat will reduce their response chance
by an additional 25% to the usual penalties.
"
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So I like that, I think it's a good way to give mobs some added utility - so if I want my mob to stand south and look intimidating, he can do that, but can also come back into the room to defend me should my shady business turn south.
As for balance, ideas have been thrown out all over the place. Increasing cost and having a weekly or monthly payment to make is a good place to start. Of notable interest is the fact that never, once, has anybody tried to arrest Casimir's NPC even though he is just as guilty as Casimir is for everything. I'm sure that culture will change if NPCs are allowed to initiate combat.
Other than that, provided people follow the same restrictions they do on normal PK, I don't see the balance issue. If one noble gets an army of NPCs, you bet the others will - and if a noble uses that to just off whoever, you can bet there will be IC consequences (and OOC if the reason is not cnoted and acceptable).
I'll consider more ways to enforce disadvantages on NPC mobs, though.
"
3. Add a new hail subcommand, 'hail call <name | all> <rpyell>'.
This command will have your character send out an RPyell that
looks like this, for example:
hail call amelia shouts, "For For goodness sake, Amelia! Stop dawdling! I said teaaaa!"
Kinaed shouts, "For For goodness sake, Amelia! Stop dawdling! I said teaaaa!" [Hail]
If the retainer mob is 1 room away, they will have a 100% chance of
attempting to travel to the room name their hailing owner is located
in. For each additional 1 room, they are 25% less likely to answer.
Using hail in this manner during combat takes up a combat round.
Additionally, being in combat will reduce their response chance
by an additional 25% to the usual penalties.
"
------
So I like that, I think it's a good way to give mobs some added utility - so if I want my mob to stand south and look intimidating, he can do that, but can also come back into the room to defend me should my shady business turn south.
As for balance, ideas have been thrown out all over the place. Increasing cost and having a weekly or monthly payment to make is a good place to start. Of notable interest is the fact that never, once, has anybody tried to arrest Casimir's NPC even though he is just as guilty as Casimir is for everything. I'm sure that culture will change if NPCs are allowed to initiate combat.
Other than that, provided people follow the same restrictions they do on normal PK, I don't see the balance issue. If one noble gets an army of NPCs, you bet the others will - and if a noble uses that to just off whoever, you can bet there will be IC consequences (and OOC if the reason is not cnoted and acceptable).
I'll consider more ways to enforce disadvantages on NPC mobs, though.
Player of: Alexander ab Courtland
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