Home » MODDING HQ 1.13 » Flugente's Magika Workshop » In-development feature: Individual militia
Re: Raw, not thought-through concept: Individual militia[message #338435] Fri, 19 December 2014 01:36 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well, bartenders etc. are profile-based anyway (another kind of profile)... people you can talk with are special NPCs that cannot be used as militia. And fat people can't fight anyway Very Happy No really. No animations Wink The only civilians that can fight are those using the Elliot-style bodytype... those can punch and use handguns. Civilian zombies, for example, have no animations for punching, they just stand there and do magical damage - but this would be unacceptable with firearms methinks.

I see your point though. If we'd use the same system for civilians, your idea would be possible. But as it would be illogical to have any UI that lists all civilians in your sector, and you wouldn't be able to set any decisions for them... you would have a hard time knowing this would happen in the first place. Militia fulfill a specific role you train them for, it is thus logical that you should be interested in them. The civilains are just... there. There is no point in showing interest in them (apart from role-play). Resolving that would be interesting, but another feature I guess (introduce mini-quests that require talking to loads of people? Looking for the one that looks like Waldo?).

Oh, and before I forget it, smeagol also asked about whether this would slow down the game. Not really. In combat itself this would have no effect. In fact, entering a sector or moving militia would be faster, as the item handling/equipping is faster. What is more is that we have to handle militia actions outside of combat - healing/training. But that should be absolutely negligible. I have no worries there.

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