A few observations and suggestions surrounding the current implementation of guards (understanding that they are obviously, still incomplete/subject to change).
Thoughts, shitposts, comments?
- Static guards aren't a good idea as they don't allow for emergent gameplay to occur in certain places where they are positioned.
- These buildings should instead be included in the path of patroling guards giving "windows" of opportunity and crime in settlements.
- All guards should be on a patrol unless absolute necessary to have fixed guards (e.g banks).
- Static guards should chase criminals but always return to their static position.
- Static guards do however, make good additions to settlement entrances.
- Lictors shouldn't be permanently positioned at graveyards
- Lictors should patrol out from the town to the graveyard in the morning and leave in the evening returning to the city. Graveyards will therefore not be guarded at night.
- This gives a nice middle ground to the attempt that has been made to create relative safety for the noob farm while allowing for PKing and sandbox gameplay to still occur at night.
- Lictors should patrol out from the town to the graveyard in the morning and leave in the evening returning to the city. Graveyards will therefore not be guarded at night.
- Leashes need to be established for all guards. If a guard always has a set patrol/pathing, any deviation from their path such as chasing a player or npc should then resume back to that patrol path they left off.
- Leashes need to be shorter and be based on the distance exceeded from their patrol point. Exceeding a certain distance (250m?) should trigger this.
- Normal town guards should not defend against animals/npcs unless that npc has damaged a player with positive rep.
- Guards need a much smaller aggro radius so that crime can still occur in town
- When an individual guard is aggro'd, they should aggro other guards to join in the chase should they overlap each other.
- Calling for guards should bring in all guards in a short distance (30m?) for a short period of time (for the sole purpose of having them enter the criminal's aggro radius). If no aggro occurs in say 30s, they should return to their patrol.
- Will need a cooldown as to how often a player can call for guards (cry wolf).
- Infrequent patrols need to exist that extend out of the cities gates and down connecting roads within 1-2km of the town. This is mostly flavour and helps give a feeling of growing security as you approach a town.
- Reds should be able to fight back in self defense and guards will not intervene, but only against players that have damaged them first.
- Patrols should differ in size from 1-3 guards at a time.
Thoughts, shitposts, comments?
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