CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
Other
10.33k stars 4.14k forks source link

"Downed" status for NPCs, to help prevent frustrating deaths and preserve questlines #62349

Open I-am-Erk opened 1 year ago

I-am-Erk commented 1 year ago

Is your feature request related to a problem? Please describe.

We have an ongoing problem with story/quest giver NPCs dying to random zombie attack and preventing quest completion, especially in faction bases. Further, we have problems with faction bases getting utterly messed up by monster invasions. There are several ways we could deal with this, some of which may be better suited to a "story mode" option for the game. If we develop a solid system for dealing with quest NPC death we may be also able to consider making faction bases into global unique spawns, which would be good for immersion and prevent some exploitation.

Additionally, the solution proposed here also helps to reduce some unnecessary silly player deaths if implemented fully.

Solution you would like.

This solution was proposed by @esotericist and I have written up her ideas and added some of my own.

There are numerous possible solutions to this plan, some of which are required for vanilla AI anyway, and some of which would be more of a 'story mode' option for the game to make it ever harder to accidentally lose quest lines.

An early option that shouldn't require a massive overhaul (I hope) is a "downed" status for NPCs. While complex, this system does a lot more than just help fix quest NPCs: it also becomes the start of a more interesting healthcare rescue system for critical injuries.

Downed status

Indestructible downed NPCs

Effect of change

What this doesn't fix

Extending to player faction

Future directions

Describe alternatives you have considered.

This doesn't fix all our problems with NPCs. Alternatives we have discussed include making quest-NPCs invulnerable, or making them vanish when hostiles are around, or making it impossible for monsters to enter special zones. Some of these may still be desirable as options, but mostly for different uses. This would be a better option in terms of both verisimilitude, and extendibility - the downed status becomes, as mentioned, a good jump-off for expanding into critical health care and resuscitation stuff.

Additional context

Other vital features to fix the problems with monsters wiping out and messing up factions include:

Even within the Downed system, it might be nice to have the ability to flag a particular NPC to always, always get "downed" instead of killed, even when everyone else is dead. Almost certainly not something we'd want in vanilla but it would allow us to do a "story mode" mod that made quest giver NPCs completely reliable.

loonycyborg commented 1 year ago

It's important to realize that quest-giver NPCs and sandbox simulation with everything possible are gameplay elements that are inherently in contradiction. The most smooth way to harmonize things would be to have separate area where all potentially harmful and destructive actions are disabled. But it's hard to connect such an area to a sandbox world. About NPC returning to their starting positions: isn't there already a solution to this, activity zones? This could be handled by assigning them to an activity, even if that activity will be "hang out at point x,y pretending to be busy".

I-am-Erk commented 1 year ago

Already well aware that "do everything sandbox" and "protect quest NPCs" are in opposition when taken to the fullest. However this suggestion at its root is favourable to both. It makes story based NPCs less likely to accidentally die off, without giving them any kind of special powers. Additionally it offers quick and easy mod support for people who want to play the story and prefer not to randomly lose quest options. It's basically pure win on both sides.

loonycyborg commented 1 year ago

Also, instant death is pretty unrealistic anyway. So I agree that a way to resuscitate people makes sense.

PatrikLundell commented 1 year ago

I'm in favor of applying the harsher "downed" status to companions first. It's still a boost over the current situation. Making it much easier and then step back from that is an odd progression.

As an aside, faction members are not the only ones that should return to their designated areas. That goes for monsters such as web spiders and, in particular, trap spiders, as well.

github-actions[bot] commented 1 year ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

github-actions[bot] commented 1 year ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.