Guards - Tweaks/Thoughts

Woody

Well-known member
Apr 4, 2021
366
317
63
A few observations and suggestions surrounding the current implementation of guards (understanding that they are obviously, still incomplete/subject to change).
  • 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.
  • 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?
 
Last edited:

Bicorps

Active member
Jun 27, 2020
165
121
43
A few observations and suggestions surrounding the current implementation of guards (understanding that they are obviously, still incomplete/subject to change).
  • 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.
  • 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?

Its good, I dont think guardcall should be a thing tho, it went pretty bad with TC guards on MO1.
 

Woody

Well-known member
Apr 4, 2021
366
317
63
Its good, I dont think guardcall should be a thing tho, it went pretty bad with TC guards on MO1.

It may also encourage abuse of the mechanic too much as to where someone calls the guards away then another person just freely PKs/crimes etc.