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My thoughts on antagonists


Darth_Rogue

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I played some of the new RC last night for about an hour.  It plays really well, but as I was looting and trying to get geared up I noticed that there was an abundance of antagonists spawning.  Apparently the spawn chance for them is set quite high on Mell's House to try to test them really thoroughly to make sure they're all good.  But as I was running around trying to avoid sappers I had a thought, and after chewing on it all night I thought I should share it.

 

It's been said many times that there isn't enough of a threat in the mod right now to keep things interesting and keep the suspense factor going.  But I can say that after last night I really feel like the threat was pretty real.  I had to really think about where I was going to go and make sure that places I ran to had multiple exits since I hadn't found a weapon yet and was trying to avoid 2 sappers that I had already summoned during looting.  It gave me the idea that the antagonists shouldn't spawn only when a player is looting.  When you go to a town or any random building and you loot an item or crush a trash pile, you can be guaranteed that there is a chance of something spawning to come after you.  But to me I think it would add more to the suspense and fear if you had the antagonists spawning anywhere and everywhere at any time.  Imagine running through the woods and you crash through some bushes, only to come face to face with one of those teeth monsters.  Next thing you know you're running for your life.  Imagine being in the middle of building a base during the cover of night and you suddenly hear a whisper behind you.  A cultist has snuck up on you and is using his powers and sucking the life from you.  Scenarios like that would go a long way towards making the mod more suspenseful and have a true feeling of constant danger and the need to always be prepared, regardless of where you are or what you're doing.

 

From a game mechanics standpoint it would be quite simple to do.  You could set it up so there are say 20 random spawn triggers scattered around the map.  These points are known only to the server and they change every 30 minutes.  So then when a player comes within say 500m of one of these spawn points, an antagonist is spawned and begins seeking out the nearest player.  The fact that the spawn points change to a new random set every 30 minutes means that players never know where or when an antagonist can show up.  The A3AI pack has a similar feature and it really goes a long way towards keeping players on their toes.  I think it would add a really good feel to the mod and would help keep things interesting and exciting.

 

Thoughts, everyone??

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I dont mind the idea but not within frequency jammer radius - that is just plain frustrating.

 

In A2 DayZ I used to get zeds running into my base all the time, despite having walls and doors, for some reason they would just run right through the base as if there was nothing to stop them. Very frustrating when trying to sort your inventories/clean up or build...

 

Ive had multiple instances where Priests (cultists) walk right into my base in A3 and that in itself is frustrating enough because your base should feel like a safe haven atleast against antagonists... But outside the base I like the idea of random spawning antagonists...

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How is an antagonist strolling up on your base while you're there any different than a player doing it?  It's your base, your territory, you should have to defend it from all threats whether human or AI.  To me the idea of having base areas become "safe zones" is a candy-ass way to play.  But that's just me.

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How is an antagonist strolling up on your base while you're there any different than a player doing it?  It's your base, your territory, you should have to defend it from all threats whether human or AI.  To me the idea of having base areas become "safe zones" is a candy-ass way to play.  But that's just me.

 

Players are dynamic, they can raid you and its fun to defend against them. Ai glitch right through walls, and would frequent your base way more than players if you're smart about building in secluded areas... Its just an annoyance than anything else because lets face it Ai can be delt with far easier than Players.

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If the ai can be fixed such that they don't walk through buildings I'm sure they could be spawned outside the jammer range and told to be attracted to it's centre so that they didn't spawn inside the base but still wandered around outside looking for a way in.

That I can live with, the more you fortify your base the more protect you have, no different to the threat of actual players. Same rules seems fair game to me

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That would be perfect, I agree.  And keep in mind too that what I'm proposing would entail a random spawn event.  You wouldn't be under constant siege from the antagonists at your base.  But rather they COULD pop up at any time.  So you could see nothing for hours or there could be a couple appear here and there at random.  

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I agree that we need more "swarm" antagonists. There is no PVE, and the problem I have with just having bandit ai is that whats the point of a mod? play A3. Excellent suggestions on here. Bases are built to be defended. Get rid of the glitching through walls and be able to build bases that will attract a swarm if noisy or too big. Make it all configurable to taste and we have a winner.

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Already on the cards, the current spawn mechanism was just to get them in the game. As for bases, agreed, they shouldn't be able to just walk in, technically they can be made aware of base structures and may come later, would need testing for performance costs. For now stopping them from walking into jammer radius is doable, will see if I can get it in.

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