NPC System Ideas/Suggestions

Some changes to go along/improve the faction systems
  • Visual progression of armor tiers to differentiate and determine overall level of an NPC
  • Friendly NPCs ware player armors, hostile NPCs have their own set to immediately tell them apart
High Level Overview

Each Biome has an overall friendly and hostile faction that will have their own dispositions of a player.
Using a generic names example

Pine Forest
Friendly Faction: Townsfolk
Hostile Faction: Desperados

Burnt Forest
Friendly Faction: Dwellers
Hostile Faction: Bandits

Desert
Friendly Faction: Citizens
Hostile Faction: Raiders

Snow
Friendly Faction: Rangers
Hostile Faction: Savages

Wasteland
Friendly Faction: Wastelanders
Hostile Faction: Mutants

Friendly Factions:
Starts out with just a Biome Trader
In the biome trader notable NPCs will hang out and offer a special job at an unmarked POI to clear it out and provide some raw materials to an on site crate.
These will expand out into more Faction POIs that take the place of a new unmarked POI

Three types of Friendly Faction POIs
Fighting POIs
Industrious POIs
Housing POIs

Fighting and Industrious POIs will be ran by the notable NPC that behaves similar to the Biome Trader, along with a few worker NPCs. If a worker NPC dies they’ll have a slowly replenishing workforce.
Housing and Industrious POIs will repair (reset) every 10 days, Fighting POIs repair every horde night.
Fighting and Industrious POIs can be upgraded through tiers 1-5, Housing POIs can be upgraded through tiers 1-3
The looks and layouts of the Friendly Faction POIs are dependant on the unmarked POI they are renovated from.

Fighting POIs
A POI that is controlled by a friendly faction militia force
These POIs are never locked, slowly replenish forces, and reset on every horde night (or 7 days if disabled)

A notable militia leader that will have jobs for
-Raising a Hostile Faction Fighting POI
-Attacking Hostile Faction controlled POI
-Attacking a Hostile Faction Caravan
-Attacking the Hostile Faction unique stronghold (requires a Friendly Faction Stronghold)
-Upgrading the Fighting POI to the next tier
Outpost: 2 Tier 1-2 equipped NPCs, no walls and cloth buildings, a patrol band of 1​
Camp: 4 Tier 2-3 equipped NPCs, wooden walls and spike traps, a patrol band of 2​
Fort: 6 Tier 3-4 equipped NPCs, cobblestone walls and Sniper Tower, a patrol band of 3​
Bunker: 8 Tier 4-5 equipped NPCs, concrete walls and M60 machine gun emplacements, a patrol band of 4​
Stronghold: 10 Tier 5-6 equipped NPCs, steel walls, minefield, and auto defenses, a patrol band of 5​

Industrious POIs
These provide a service so long as the player is allied with the Friendly Faction.
Some can provide training in a crafting skill
Some can provide a biome passive bonus that they are located in.
Generally Tier 2 provides a wall, Tier 3 provides allied faction guards, further tier upgrades improve both.
If the notable npc gets killed, the POI will revert back to the unmarked POI it was built over after 2 POI reset cycles. A replacement can be hired at the biome trader.

Farmstead
Tier upgrades 1-5
Sells seeds and crops
Trains Seeds
Passively gives a crop yield bonus for the biome it’s built in (scales with tier)
Higher tiers gives a free yield they can be picked up (per allied player, an on site yield chest)

Ranch
Tier upgrades 1-5
Sells raw meat, fat, bones, feathers, eggs, leather
Higher tiers gives a free yield they can be picked up (per allied player, an on site yield chest)

Fishery
Tier upgrades 1-5
Sells raw meat, bones, and oil
Higher tiers gives a free yield they can be picked up (per allied player, an on site yield chest)

Hunting Lodge
Tier upgrades 1-5
Sells raw meat, bones, leather, and rotten flesh
Trains Spears and Bows
Higher tier sells tamed wildlife companions native to biome

Beekeeper
Tier upgrades 1-5
Sells honey and unique insect protection armor mods
Passively increases honey loot chances

Herbalist
Tier upgrades 1-5
Sells teas, goldenrods, chrysanthemum, mushrooms, and yucca

Chem Lab
Sells Polymers, Acid, Nitrate, and Gunpowder
Trains Explosives

Cannery
Tier upgrades 1-5
Sells canned goods
Farmstead, Fishery, Ranch, and Hunting Lodge lowers prices and increases availability in the Cannery and Food Vending Machines
Upgrades Friendly Faction POIs in the biome with a Food Vending Machines

Brewery
Tier upgrades 1-5
Sells drinks and alcohols
Beekeeper, Farmstead, Herbalist, and Chem Lab lowers prices and increased availability in the Brewery and Drink Vending Machines
Upgrades Friendly Faction POIs in the biome with a Drink Vending Machines

Bar
Tier upgrades 1-5
Sells an assortments of food and drinks
Allied patrols will stop by
Trains Food

Scrapyard
Tier upgrades 1-5
Sells vehicle parts, vehicle mods, mechanical parts, electrical parts, oil, gas, engines, and batteries
Trains Salvage Tools, Electronics, and Workstation

Machine Shop
Tier upgrades 1-5
Sells vehicle parts, vehicle mods, vehicles, robotic turrets, drones, oil, and gas
Trains Vehicles, Workstation, and Robotics

Hospital
Tier upgrades 1-5
Trains Medical
Sells medicine and bandages
Service for curing ailments (scales with number and severity of ailments)
Beekeeper, Herbalist, and Chemlab lower prices and reduce service cost

Gym
Tier upgrades 1-5
Increases allied player and faction health and stamina in biome (scales with tier)
Trains Knuckles and Clubs

Fabrication
Tier upgrades 1-5
Sells electronics, traps, turrets, robotic turrets, and drones
Trains Robotics and Electrician

Gunsmith
Tier upgrades 1-5
Sells guns, gun mods, gun parts, and ammo
Trains Handguns, Shotguns, Rifles, and Machine Guns

Blacksmith
Tier upgrades 1-5
Sells blades, sledges, and tools, melee mods, and melee parts
Trains Harvest Tools, Blades, and Sledgehammers

Demolitionist
Tier 1-5
Sells explosives, rockets, and gunpowder
Trains Explosives

Ammo Press
Tier 1-5
Sells Ammo and unique Ammo types
Forge, Mining Camp, And Chem Lab lowers cost and increases availability

Forge
Tier upgrades 1-5
Sells iron, steel, pipes, springs, and parts
Trains Armor and Workstations

Quarry
Sells Wood, Cobblestone, and Clay
Tier upgrades 1-5
Trains Harvest Tools

Lumberyard
Tier upgrades 1-5
Sells Wood
Trains Harvest Tools

Mining Camp
Tier upgrades 1-5
Sells iron, lead, coal, and nitrate

Oil Drill
Tier upgrades 1-5
Sells Oil and Shale

Loom
Tier upgrades 1-5
Sells cloth, furniture items, armor parts, and armor mods

Taylor
Tier upgrades 1-5
Sells leather, furniture items, armor parts, and armor mods

Construction Yard
Tier upgrades 1-5
Trains Repair Tools
Enables building Housing POIs. Sells small, medium, and large house claim blocks.

Housing POIs
Houses start at tier 1 and are constructed when placed. Tiers 1-3
These are half POI half land claim plot, with control whether NPCs can move in and how many.
These plots repair as a POI would but won't replace any player placed blocks, workstation or storage.
Can do an upgrade job in the Construction Yard for every housing block placed.
Picking up a house plot will leave the house blocks but all NPCs will move out and any special amenities from Industrious POIs will be removed (Vending Machines, Water Pump)
Lumberyard, Quarry, Forge, Loom, Taylor, and Forge, reduces cost and job requirements for upgrading housing

Waterproccessing
Tier upgrades 1-5
Adds a waterpump to every friendly faction POI that provides a recharging water supply
Tier upgrades increases water pump rates
Can purchase pumps to produce water, they will only work in the same biome

Printing Press
Tier upgrades 1-5
Sells paper, books, and magazines
Industrious POIs that train increase magazines and books available
Industrious POIs adds availability of Blueprints

Friendly Faction Victory Conditions:
Eliminate the Hostile Faction Fighting POIs in the Biome
-Through Building up enough Allied Faction Fighting POIs
-Or destroying all Hostile Faction Fighting POIs
Pay off a debt to the Duke
-Through the creation of enough Allied Faction Industrious POIs
-Paying off the biome traders debt
Friendly Faction Losing Conditions:
Failing to do either would result in the biome trader getting killed and replaced by the hostile faction
 
Hostile Faction:
Operates out of a unique Hostile Faction Stronghold POI in a biome
Has a faction leader and a faction trader in the POI

Hostile Faction leader will give jobs to:
  • Constructing Hostile Faction Fighting POIs
  • Attacking a Duke Caravan traveling through the biome
  • Attacking a Duke controlled POI (POI that will be populated by ‘Duke Hitmen’ once started)
  • Normal Clear and Fetch jobs
  • Kill a player that has similar gamestage and allied with the Friendly Faction
  • Raising a Friendly Faction Fighting POI (this will immediately reset it back to the unmarked POI it was built over)
  • Raiding a Friendly Faction Industrious POI (this will immediately reset it back to the unmarked POI it was built over)

Jobs will pay extra and give better rewards than the biome trader

Hostile Faction Victory Conditions:
Destroy all the Friendly Faction Fighting POIs
And
Cut off the Duke from the Biome (raiding caravans and POIs)
After both the biome trader will be replaced with the Hostile Faction Trader and can create Industrious and Housing POIs under control of the Hostile Faction
Hostile Faction Losing Conditions:
The unique stronghold is raised by the Friendly Faction
Or
A player can kill the Hostile Faction leader given enough positive disposition to reach them
To join the Friendly Faction:
The player will already have a friendly standing and can immediately begin working for them.
If the standing becomes neutral or hostile, paying off your bounty (resetting Friendly Faction Standing) at the biome trader open up faction POIs and set npcs to friendly.
Players will always have access to the biome trader.

Friendly patrols and npcs can be talked to and bartered with. If the player has a hostile standing, patrols will open fire and working npcs will not barter.

To join the Hostile Faction:
Begin initiation from a shady figure that hangs out in the corner of the biome trader (this NPC will also reset standing the first time the player joins). Only one shot at initiation, any hostile actions will lock the player out of the Hostile Faction after initiation.
Talk to a Hostile Faction patrolman for initiation (will require a Neutral standing and a higher game stage then the patrol)

Hostile patrols will have a neutral disposition but will open fire on the player if they have a lower game stage than them. Hostile npcs will open fire on the player. Once a player is initiated they will be friendly and can be bartered with.
 
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