DeletedUser
Well I started this idea on another thread that I hijacked. Thought I'd give it a thread of its own.
NPC Bodyguards
1. Players have to pay out of pocket for the bodyguard. Let's say it's a sliding scale dependent on players level. So maybe they have to pay $200 for a bodyguard for 8 hours. This isn't exactly cheap for professional fighters but true workers, ie, pure builders, can make that relatively fast.
2. The bodyguard would be at the same dueling level as the player hiring them. The player has no control over gear, stance, etc. Maybe they can choose between a melee or ranged bodyguard but that is it. As the NPC is at same dueling level, anyone they challenged before is still free to challenge them back.
3. If the bodyguard loses the duel then the worker still loses cash and the challenger still gains xp. The bodyguard then disappears even if they were hired an hour ago. No refunds to the worker who hired them.
4. The worker is not allowed to challenge anyone to a duel for 48 hours from the time they hired their last bodyguard. If the fighter disguised as a worker ever wishes to challenge a player again they would have to stop hiring bodyguards and be without a protector for 48 hours. This leaves them open to be dueled but they can not retaliate. It would be a poor choice for a disguised fighter.
5. If the NPC wins the worker receives no xp from the fight since they did not actively participate in it. Another reason a disguised fighter would not choose this option. There is no gain in it for them and it would hinder their game.
Couple of options for picking the NPC:
Option 1: Player gets to distribute skill points
So lets take a level 6 NPC, they would have exactly 24 SP+AP that could be allocated. So the skill points would be 7,6,5,3,2,1. Say I order my preference is:
1. Aim
2. Shooting/Vigor
3. Tactics
4. Dodging
5. Reflex
6. Toughness
This would make my NPCs stats:
7 Aim
6 Shooting/Vigor
5 Tactics
3 Dodging
2 Reflex
1 Toughness.
Option 2: Player chooses NPC without allocating skill points
NPC 1 - Ranged. High skills in Aim and Shooting, low skills in Dodge and Toughness. $200
NPC 2 - Ranged. High skills in Dodge and Reflex, low skills in Aim and Shooting. $150
NPC 3 - Melee. High skills in Aim and Vigor, low skills in Dodge and Reflex. $200
NPC 4 - Melee. High skills in Dodge and Reflex, low skills in Aim and Vigor. $150
Fighters disguised as workers won't want to use this option because there is no benefit for them to do so. If they hire a bodyguard they can't duel for 48 hours and they don't win any xp from any duels their NPC wins. Workers disguised as fighters would hire NPC's because they are specced for construction, not dueling, so the restrictions won't matter to them.
Edited to add in Diggo's idea on skill allocation.
NPC Bodyguards
1. Players have to pay out of pocket for the bodyguard. Let's say it's a sliding scale dependent on players level. So maybe they have to pay $200 for a bodyguard for 8 hours. This isn't exactly cheap for professional fighters but true workers, ie, pure builders, can make that relatively fast.
2. The bodyguard would be at the same dueling level as the player hiring them. The player has no control over gear, stance, etc. Maybe they can choose between a melee or ranged bodyguard but that is it. As the NPC is at same dueling level, anyone they challenged before is still free to challenge them back.
3. If the bodyguard loses the duel then the worker still loses cash and the challenger still gains xp. The bodyguard then disappears even if they were hired an hour ago. No refunds to the worker who hired them.
4. The worker is not allowed to challenge anyone to a duel for 48 hours from the time they hired their last bodyguard. If the fighter disguised as a worker ever wishes to challenge a player again they would have to stop hiring bodyguards and be without a protector for 48 hours. This leaves them open to be dueled but they can not retaliate. It would be a poor choice for a disguised fighter.
5. If the NPC wins the worker receives no xp from the fight since they did not actively participate in it. Another reason a disguised fighter would not choose this option. There is no gain in it for them and it would hinder their game.
Couple of options for picking the NPC:
Option 1: Player gets to distribute skill points
So lets take a level 6 NPC, they would have exactly 24 SP+AP that could be allocated. So the skill points would be 7,6,5,3,2,1. Say I order my preference is:
1. Aim
2. Shooting/Vigor
3. Tactics
4. Dodging
5. Reflex
6. Toughness
This would make my NPCs stats:
7 Aim
6 Shooting/Vigor
5 Tactics
3 Dodging
2 Reflex
1 Toughness.
Option 2: Player chooses NPC without allocating skill points
NPC 1 - Ranged. High skills in Aim and Shooting, low skills in Dodge and Toughness. $200
NPC 2 - Ranged. High skills in Dodge and Reflex, low skills in Aim and Shooting. $150
NPC 3 - Melee. High skills in Aim and Vigor, low skills in Dodge and Reflex. $200
NPC 4 - Melee. High skills in Dodge and Reflex, low skills in Aim and Vigor. $150
Fighters disguised as workers won't want to use this option because there is no benefit for them to do so. If they hire a bodyguard they can't duel for 48 hours and they don't win any xp from any duels their NPC wins. Workers disguised as fighters would hire NPC's because they are specced for construction, not dueling, so the restrictions won't matter to them.
Edited to add in Diggo's idea on skill allocation.
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