Difference between revisions of "Hate List (Game Mechanics)"

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(Game Mechanics)
(Game Mechanics)
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Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions.
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Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.
  
 
== Hate List Events ==
 
== Hate List Events ==

Revision as of 12:12, 19 September 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on which target did the most damage during the previous round of combat. The creature/npc will change targets based on which is doing the most damage to it. For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.


Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.


Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.

Hate List Events

These are some actions that we could potentially use to generate aggression from a creature:

  • Healing Damage
  • Healing Wounds
  • Resurrecting Players
  • Inflicting Damage
  • Inflicting States
  • Issuing Taunts

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