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

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(Special Attacks)
(Ranged Attacks)
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'''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:
  
  
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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1) 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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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 ==
 
== Melee Attacks ==

Revision as of 23:44, 20 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

  • Special Attacks
  • Ranged Attacks
  • Melee Attacks
  • Healing
  • Resistance Decay
  • Flight Response
  • Regeneration

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.

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

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


1) 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.

Melee Attacks

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.


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 and then will return back to its lair.


Regeneration

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.

Source References

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