Well, I just assumed that (when they got around to it) they would basically do what "minecraft comes alive" did and just remodel the Testes rather than going through all the bother of making a whole new NPC... I think they would work fine as just a useless starter population. But once you give them equipment, they start moving around with purpose and doing beneficial things for you/your faction.Last_Jedi_Standing wrote:The NPCs we're talking about almost certainly are not Testificates. Those are hideous and should be shot on sight. Our NPCs will at least look like people.
education/training of NPC's
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Re: education/training of NPC's
No thanksLaserbilly wrote:just remodel the Testes
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Mistake Not... wrote: This isn't rocket science, *!
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Re: education/training of NPC's
I think we should keep testificates. Those peaceful, harmless NPC's, turned evil.
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Re: education/training of NPC's
Raider Testes? Only if they ride on the backs of beetles.Keon wrote:I think we should keep testificates. Those peaceful, harmless NPC's, turned evil.
I think Laser's idea of keeping NCP multiplication basically the same is a good one, but you shouldn't be able to farm soldiers with a few wooden doors and some dirt blocks. Maybe there could be some system of identifying actual buildings could be implemented. Something like my buildings and cities idea would work, if anyone remembers it. Basically buildings would work similarly to shipbuilding. You would lay down a "Construction" block and design the structure in a virtual area, then the block would construct it. There would be templates for the non-architects. One of the building categories could be house or apartment and NCPs would multiply according to the amount of available housing.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
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— David Langford
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Re: education/training of NPC's
I tried to train cleverbot, well...
[Me]Cleverbot, Sit!
[Cleverbot]Your face.
[Me]Cleverbot, Sit!
[Cleverbot]Your face.
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Re: education/training of NPC's
NPCs are built solely to fight. They do not need rooms, they need cloning pods.
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Re: education/training of NPC's
NPCs are citizens, they improve the feel and ambiance of the game. You'd need them for construction workers, shop owners, freighter pilots, raiders, crew fillers, defensive system operators, maintenance workers, etc. They will play many roles.
Last edited by cats on Wed Mar 13, 2013 4:56 am, edited 1 time in total.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
— David Langford
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Re: education/training of NPC's
im againt training npcs but i do support them getting experience by doing their job
you can personnaly make a situation in which the npcs ai would think its in a fight so it would gain xp
but no academics / bootcamps
you can personnaly make a situation in which the npcs ai would think its in a fight so it would gain xp
but no academics / bootcamps
Re: education/training of NPC's
The idea of training wouldn't mean gaining effectiveness necessarily. It would cause the NPCs to be able to be specialized. An NPC that enrolls in the Academy would be able to pilot a ship or an assault mech or order ground troops. One that goes to a camp might be able to use weapons and some armors. Skill would require something being done for a longer time, usually from experience. Differentiating between skill and training/specialization would prevent high-level NPC farming.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
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Re: education/training of NPC's
Also university for scientists.catsonmeth wrote:The idea of training wouldn't mean gaining effectiveness necessarily. It would cause the NPCs to be able to be specialized. An NPC that enrolls in the Academy would be able to pilot a ship or an assault mech or order ground troops. One that goes to a camp might be able to use weapons and some armors. Skill would require something being done for a longer time, usually from experience. Differentiating between skill and training/specialization would prevent high-level NPC farming.
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Re: education/training of NPC's
I like the idea they get EXP by the job. Keep NPC humans and make sure they get human conditions. If they are just clones people won't give a s*** about them throwing them out like garbage which ruins the immersion and fun (Have a look at FTL and how you care about your crew there).
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Re: education/training of NPC's
Bootcamps and Academics could help, make them good, but xp from fighting would make them better in combat
Re: education/training of NPC's
Academics would introduce them to a skillset and increase specialization, actual XP would be gained from experience.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
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Re: education/training of NPC's
Maybe an academy booth made of 9 academy blocks that spawns NPCs when you put money in and request an NPC. As of the original plans, NPCs were gonna be ship fillers, and operate turrets. That is all.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: education/training of NPC's
Nah, that's too forced. Enrollment could be controlled by how many of what caste is present in the school. There would be a large amount of infantry, a smaller amount of crew, just a few officers and fewer captains. Production of NCPs could be controlled by amount of available housing.ACH0225 wrote:Maybe an academy booth made of 9 academy blocks that spawns NPCs when you put money in and request an NPC. As of the original plans, NPCs were gonna be ship fillers, and operate turrets. That is all.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
— David Langford
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