magejosh
New member
One possible solution is to have them add a buff when they spawn to themselves with a timer that will kill them when it runs out. That simulates them going back to the trader to look for new employment as their contract is fulfilled.Yes, this is a very valid point. Actually, it is also the very first time it has been shared in this thread from what I recall.
When considering the best way to add the Turret Guards, there were a few things to consider:
- Keeping it server side only so that players didn't also have to download the mod by themselves.
- Using an entity class which allowed the Turret Guards to maintain their human identity and behavior.
- Balancing the benefit of having Turret Guards so that the unlimited ammo came with a trade off.
Adding code to keep the guards in their human state, but also allow them to receive ammo from a player, and possibly by association also needing to have their weapons repaired with use, is complex and demanding and doesn't appear to be within the realms of what can be done by xml coding alone. To do it effectively with third party code would remove the EAC option since many features were no longer following default values. This was not something Server Admin really wanted.
The balance this mod has now is:
- The Turret Guards cannot be healed.
- The Turret Guards shoot in limited individual bursts with a time delay between each shot.
- The player receives 0 XP for their kills. This is actually quite a big trade off.
The more Turret Guards or Animal Guards a player has the less chance to get that ultimate hit to receive final kill XP. That can seriously limit advancement, especially during a Horde Night. And even more so where players are in a Party and XP is reduced as the Party numbers increase.
I get what you're saying and for some players it is exactly what they want. Especially if the above balance points still do not equalise with the benefit.
One thing we can do to further reduce their benefit, is reduce the rate of fire even more. If this is something that you consider can be an alternative compromise for your own set-up, I can share instructions on how to do that.
That leaves the question of how to provide a means of continued employment. Which i know is something was being discussed in the NPCmod dev talks.
I think this method of getting the guards though provides the mechanism for fulfilling that. So the quest that rewards the placeable guard spawning block, you can have it also reward another quest that requires you to gather an item dropped by the dead turret guard when it dies then return it to the trader. Reward for that quest is an item that is only acquirable by completing that quest, and that unique reward item lets you craft a new guard release quest note for the cost of buying one of the guards at the trader and that unique quest item as your ingredients.