Difference between revisions of "NPC Aggression (Game Mechanics)"
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== Game Mechanics == | == Game Mechanics == | ||
− | + | Npcs in SWG use a complex system to detect the presence of potential enemies. Once a target is detected, a number of processes execute to determine if the Npc should attack the target or not. The process of target detection and Npc response are explained under the following categories: | |
* Awareness Checks | * Awareness Checks |
Revision as of 21:39, 20 July 2009
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Game Mechanics - Mechanics Category
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Game MechanicsNpcs in SWG use a complex system to detect the presence of potential enemies. Once a target is detected, a number of processes execute to determine if the Npc should attack the target or not. The process of target detection and Npc response are explained under the following categories:
Awareness ChecksThe ability for an Npc to detect another target depends on a number of factors:
Note: There are no known formulas for detection chances.
The closer a target is to the Npc, the greater the chances that the Npc will be made aware of the target. A Npc's awareness increases significantly against targets that are at 40 meters or closer to them. Posture affects on awareness - The three types of posture of a target will have great effects on the detection chances of the creature. Standing posture provides the least chance to the target in its check against a Npc's awareness; Kneeling provides a lesser chance to the target and Prone posture provides the best chances to the target.
If the target has initiated an attack on the Npc then this will automatically trigger awareness of the target, however aggression will not be triggered until the creature has detected the target. Npcs in combat will initiate patrolling behavior and roam around trying to detect their attacker.
Approach Trigger EventsWhenever an npc, creature or player enters within a 64 meter range of a creature and the creature passes an initial awareness check, several events may be triggered depending on the creature:
Fight or Flight Response Upon detecting a target, the creature will then initiate another roll to determine what it's response will be. Non aggressive creatures will choose from a number of responses (dependant on the type of creature) ranging from bluff charging the target to actually fleeing the target's immediate presence. Pack creatures will automatically go to the aid and defense of similar social group creatures that are under attack by the target. Aggressive creatures may engage in charges and/or then begin a check to determine if they will actively attack the spotted target. The chance for a creature to immediately begin combat with the detected target is determined by the creature's ferocity. A higher ferocity increases the chance that a creature will become aggressive against the detected target in range. An aggression check cycle is started which uses the creature's ferocity value to determine the chance that it will then begin attacking provided that the target remains in a detected state. The closer a detected target is to the creature, the higher the chances are that the creature will perform some kind of response (bluff charge, fleeing, aggression). Whenever a creature is involved in a fight or flight response it will issue a unique alarm signal "\\|/" Note: During Pre-cu, if a creature target was already damage by a player and the player escaped combat and came back within 64 meters of the target, then the creature was given enhanced awareness of the player and detection chances. This dramatically increased the re-aggro rate. Formulas Needed
Source References
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