CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Adjust the NPC spawns in mi-go towers using new NPC types #73217

Open I-am-Erk opened 5 months ago

I-am-Erk commented 5 months ago

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

I added the mi-go towers in... 2019, holy crap. They have a lot of NPCs in them, and those NPCs seriously need some development. I'm hoping to do some dialogue for htem during my giant dialogue push, but they're low on the priority list. In the meantime, it would be nice if the tower was less of a go-to source of NPCs. It should still be a place to go, mind you, just not the place to go.

Solution you would like.

Change the mi-go prisoners to the following:

Also note that the two passive NPCs should be in the mi-go faction. The mi-go shouldn't go kill them, just let them wander aimlessly around in the Pathetic Prisoner's case, or lay there in the drained captive's case.

This will reduce the NPC glut in the base, while keeping the original feel. Importantly, it also makes it so that I can write several sets of unique dialogue for the NPC prisoners and not have them be too redundant, which will make the job much easier. Then if I or someone else comes through later we can make up a couple story sets for the prisoners and it won't be as easy to run into the same one twice or three times.

Describe alternatives you have considered.

Removing the recruitable NPCs altogether!

I'm kidding, I don't want that. Rather, it's worth considering some algo to make sure there's never more than one recruitable NPC in a tower, but personally I'd prefer to let the dice roll as they may.

Additional context

No response

IdleSol commented 5 months ago

Is it possible to use cocoons (kind of like alien cocoons)? More specifically a piece of furniture whose destruction spawns an NPC? You see a cocoon with a human figure inside it.

Here's the gacha getting to the cataclysm.

I have a few issues with these NPCs. And if someone is redesigning them, they might want to resolve them.

  1. Feel like a slave owner or prison warden. I'd like them to stop being prisoners after rescuing them. Sure, the phrase "I saved 30 prisoners" sounds good. The phrase, "I use prisoner labor", on the other hand, doesn't sound good.

  2. To release these NPCs, they must be accepted as followers. And then kick them out if they're not needed. Can I just turn them into temporary allies? A quest to get me to a point near the exit. With the option to put them on (gas mask) and take it back. The second option of dialog with NPCs ("I've no use for weaklings. Run. Now."). This is not NPC salvation. The NPC becomes hostile and frantically scurries around in the tower.

  3. If you have no problem with the second point and you kicked out the NPC after the rescue.

    • They like to grab something, apparently as a memento of the rescuer.
    • And occupy the nearest safe places (?). Which is not a problem. But they're left sitting there naked. Which doesn't look very realistic. I'd suggest putting a timer on them, after which, they will disappear or at least get equipped. Disappear is better.

Possible assignment chain

  1. Take them out of the tower (destination point neighboring OMT). Until the end of the quest, makes them a follower and gives you the ability to sort armor. Once the point is reached, the NPC gives up the items and ceases to be a follower. Reward: a small plus in the relationship. And since he is a temporary follower, you can assess whether you need him (check stats).

  2. Mission with choices: a. Deliver to a safe location. This is the choice if you don't need an NPC. The destination point is chosen randomly or by NPC affiliation. It can be a hut, a city neighborhood, a faction location, or a random point on the map. After delivery, the NPC gets a timer, after which it disappears from the map. Conditional two days if the player changes their mind. Reward, free training. If it is a faction location, possibly reward with items. b. Provision of equipment. This choice if you need this NPC. A parallel chain of quests to provide backpack, clothing, food, and weapons. Each with a relationship reward. After completing the chain, in the dialog along with the offer to join should be the offer from "a", deliver to a safe place.

ADekema commented 5 months ago
  1. Would it be possible to "save" some of the pathetic prisoners. Something like killing all the migo and dragging them outside and after a while there is a chance that they go back to normal? (assuming this individual specifically was dazed becease the migo did something that wears off after a while). Would the pathetic prisoners react in any way to all the migo being dead?
  2. Maybe have some of the prisoners be less than human. I have always like aphis being a migo prisoner. Maybe some of the prisoners could be some of the humanoid mutants. They would be interesting test subjects for the migo.