Difference between revisions of "NPC Combat (Game Mechanics)"

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(Ranged Attacks)
 
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* Special Attacks
 
* Special Attacks
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* Posture Changes
 
* Ranged Attacks
 
* Ranged Attacks
* Melee Attacks
 
 
* Healing  
 
* Healing  
 
* Resistance Decay
 
* Resistance Decay
 
* Flight Response
 
* Flight Response
 
* Regeneration
 
* Regeneration
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* Battle Fatigue
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* Equippable Weapons
  
 
== Special Attacks ==
 
== Special Attacks ==
  
  
Many creatures have special attacks that they utilize during combat. Special attacks vary in their effects and display on the creature's attribute list under the Special Attack 1 and Special Attack 2 headings. The chance of a creature using a special attack ability is unknown but Creatures probably have a higher chance of selecting a special attack 1 ability than a special attack 2.  
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NPCs have the ability to use special attacks that are inherent to the weapon they have equipped at the time. An npc that has a pistol equipped can, for example, use any pistol based special. Force sensitive npcs such as force crystal hunters or nightsisters are exceptions. These npcs may use lightsaber and force power abilities with their equipped weapons.
  
A list of creature special effects are as follows:
 
  
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== Posture Changes ==
  
* [[Area_Combo_(Attack)|Area Combo]]<br>
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* [[Area_Attack_(Attack)|Area Attack]]<br>
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NPCs have the ability to change posture such as going prone, kneeling, standing while using ranged attacks so as to improve their accuracy or defensive bonuses depending on the situation.
* [[Open_Wounds_(Attack)|Open Wounds]]<br>
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* [[Force_Strike_(Attack)|Force Strike]]<br>
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* [[Intimidation_(Attack)|Intimidation]]<br>
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* [[Crippling_Strike_(Attack)|Crippling_Strike]]<br>
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* [[Knockdown_(Attack)|Knockdown Attack]]<br>
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* [[Blinding_Strike_(Attack)|Blinding Strike]]<br>
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* [[Dizzy_Strike_(Attack)|Dizzy Strike]]<br>
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* [[Stunning_Strike_(Attack)|Stunning Strike]]<br>
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* [[Plague_Strike_(Attack)|Plague Strike]]<br>
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* [[Mild_Disease_(Attack)|Mild Disease]]<br>
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* [[Medium_Disease_(Attack)|Medium Disease]]<br>
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* [[Strong_Disease_(Attack)|Strong Disease]]<br>
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* [[Mild_Poison_(Attack)|Mild Poison]]<br>
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* [[Medium_Poison_(Attack)|Medium Poison]]<br>
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* [[Strong_Poison_(Attack)|Strong Poison]]<br>
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* [[Poison_Spray_(Attack)|Poison_Spray]]<br>
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== Ranged Attacks ==
 
== Ranged Attacks ==
  
 
Ranged attacks can be issued by a creature anywhere up to 45 meters from a target. Only certain types of creatures have access to ranged attacks. Ranged attacks by creatures seem to use an Energy damage type.
 
  
  
 
'''Ranged Attack Routine Changes'''
 
'''Ranged Attack Routine Changes'''
  
With publish 8, soe changed the ranged attack mechanics of creatures:
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With publish 8, soe changed the ranged attack mechanics of npc's:
 
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1) Creatures will no longer simply charge targets if they have a ranged attack.  Before they would charge the target, firing their ranged attack as they closed, then switch to melee.  Now, many creatures will stay at a distance, firing their ranged attacks at the target until it gets near them. 
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2) Babies with ranged attacks are now very much a threat.  The AI has been upgraded.  Babies with ranged attacks will now kite targets as they "recognize" that they wouldn't last long in a close range fight.  This presumably is doing a check between the target's CL and the baby's CL. Take a baby savage quenker for example.  It will sit there in one spot spitting at the target.  If the target closes to attack it, it will quickly hop backwards many paces, then stop and continue to spit at the target again.  Some adult creatures will do this too, however, many will melee after a short period of time if the target continues to chase them.  Most babies will stay at range unless they have no other choice.
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3) NPC and some creature AI now appears to use some minor tactics.  Specifically, if that creature/npc has a ranged attack and the target is physically attacking a group of them, the group will often scatter in multiple directions then begin engaging the target in ranged attacks again.  How often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.
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== Melee Attacks ==
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Creature melee attacks seem to use only kinetic damage with no armor piercing rating. The attack range on melee attacks is unknown but possibly could be the same range as player melee attacks or custom to each mob type depending on its size.
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NPC and some creature AI now appears to use some minor tactics.  Specifically, if that creature/npc has a ranged attack and the target is physically attacking a group of them, the group will often scatter in multiple directions then begin engaging the target in ranged attacks again.  How often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.
  
 
== Resistance Decay ==
 
== Resistance Decay ==
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When a creature or npc's reaches 10% on a ham pool stat, the creature/npc will initiate a flight response to escape the attacker. The flight response can be canceled if the target issues a taunt ability on the creature/npc. This will stop the creature/npc and will force it to continue fighting.
 
When a creature or npc's reaches 10% on a ham pool stat, the creature/npc will initiate a flight response to escape the attacker. The flight response can be canceled if the target issues a taunt ability on the creature/npc. This will stop the creature/npc and will force it to continue fighting.
Most likely if the npc/creature is left alone it will run out until combat between itself and the attacker stops and then will return back to its lair.
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Most likely if the npc/creature is left alone it will run out until combat between itself and the attacker stops or it gets a certain distance from the attacker and then will return back to its lair.
  
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== Equippable Weapons ==
  
  
== Regeneration ==
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NPC's are spawned with access to various weapon groups. These weapon groups are comprised of various weapon types of which are randomly selected for that particular npc. Stats on these weapons are also enhanced based on the difficulty level of the npc. The higher difficulty npcs have very high stat weapons. Most weapons that are available to players (except heavy weapons) are also made available to npc's within these weapon groupings. Npc's can switch between weapons such as ranged npcs going into melee combat or melee npcs going into ranged combat.
  
  
Player creature pet's have secondary stats which regenerate their HAM. It is only fitting that wild versions should probably have this as well. This would allow for creatures to regenerate naturally after being attacked.
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Note: By default npcs do not have their weapons equipped. Only when the npc engages in combat do they equip their weapons. Once equipped, the weapon will remain equipped until the npc is despawned or is killed.
  
 
==Source References==
 
==Source References==

Latest revision as of 04:17, 6 August 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

  • Special Attacks
  • Posture Changes
  • Ranged Attacks
  • Healing
  • Resistance Decay
  • Flight Response
  • Regeneration
  • Battle Fatigue
  • Equippable Weapons

Special Attacks

NPCs have the ability to use special attacks that are inherent to the weapon they have equipped at the time. An npc that has a pistol equipped can, for example, use any pistol based special. Force sensitive npcs such as force crystal hunters or nightsisters are exceptions. These npcs may use lightsaber and force power abilities with their equipped weapons.


Posture Changes

NPCs have the ability to change posture such as going prone, kneeling, standing while using ranged attacks so as to improve their accuracy or defensive bonuses depending on the situation.

Ranged Attacks

Ranged Attack Routine Changes

With publish 8, soe changed the ranged attack mechanics of npc's:


NPC and some creature AI now appears to use some minor tactics. Specifically, if that creature/npc has a ranged attack and the target is physically attacking a group of them, the group will often scatter in multiple directions then begin engaging the target in ranged attacks again. How often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.

Resistance Decay

When a creature or npc takes sufficient damage, their resistance properties will be reduced.

The way it works is that resists will drop up to 50% of what they had over the course of them taking 25% to 50% damage across all pools. Normally if you add all Ham bars up, the mob will have somewhere around 1050k total hitpits (H+A+M) for something like a NS Elder. Once that total reaches 75%, (i.e. H+A+M = 775k or so) their resists will start to drop at a rate that it takes them to get to (H+A+M = 525k) Once it reaches 50% of it's original HAM then it will be at 50% resist for the remainder of the time until it is dead.

Flight Response

When a creature or npc's reaches 10% on a ham pool stat, the creature/npc will initiate a flight response to escape the attacker. The flight response can be canceled if the target issues a taunt ability on the creature/npc. This will stop the creature/npc and will force it to continue fighting. Most likely if the npc/creature is left alone it will run out until combat between itself and the attacker stops or it gets a certain distance from the attacker and then will return back to its lair.

Equippable Weapons

NPC's are spawned with access to various weapon groups. These weapon groups are comprised of various weapon types of which are randomly selected for that particular npc. Stats on these weapons are also enhanced based on the difficulty level of the npc. The higher difficulty npcs have very high stat weapons. Most weapons that are available to players (except heavy weapons) are also made available to npc's within these weapon groupings. Npc's can switch between weapons such as ranged npcs going into melee combat or melee npcs going into ranged combat.


Note: By default npcs do not have their weapons equipped. Only when the npc engages in combat do they equip their weapons. Once equipped, the weapon will remain equipped until the npc is despawned or is killed.

Source References

Source Source in Context