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Make NPC's dangerous again.
Passive aggressive NPC's are lame.

I might get the whole playerbase ganging up on my views of the game, but while the discussions about Sindome being soft arises over and over again, why not make it dangerous again. We have some NPC's within the city that are aggressive upon contact, which to me seems validated and themely, even if the worst are disabled from spawning at the moment. My only real frustration is that the BADLANDS are supposed to be DANGEROUS. That's been stated in multiple occasion in multiple sources, but for as long as I can remember, NPC critters out in the sands have been passive and require initiative from players to get in a fight with. This, in my opinion shouldn't be while badlands are supposed to be deadly dangerous to everyone. The same grain of thought should be applied to aggressive NPC's within the city as well. Fact is that only conflict being generated is through PC interactions or NPC's being puppeted by GM's. This in my opinion shouldn't be the only way for random hostility and aggression happening on the streets. Let NPC's try to mug PC's on random as well.

An afterthought, this would create more RP, lessen smallworlding and generate coded income if the outcome favors the PC.

My pain is constant and sharp, and I do not hope for a better world for anyone. In fact, I want my pain to be inflicted on others. I want no one to escape.

― Bret Easton Ellis, American Psycho

I mostly like this idea, as long as the random muggings are very rare. Like I think maybe two or three times a month. Also slightly concerned that driving through the badlands could initiate combat with a bunch of creatures and cause lag, but maybe it'd be fine.
What NPC levels in town are we thinking here?

Is the point that noncombat players should be even more afraid to walk the streets, but combat ones get a payout?

The badlands is hardly RP'd as anything other than a place to make chy or go fishing or some shit. Go fight a Scorpion for some steaks. Easy.

If you're lucky enough to have a friend who will take you out there, it makes them money too. However those people who can travel have a monopoly on it and if they don't like you. You're not gonna be included.

I mean, the levels can and should be random. Somewhere between a giant rats and midbie NPC's, the point is not to make players lose their shit every time they leave their pads, but add realistic threat of aggression into the streets. From crazed vee fiends to angry/drunk factory workers letting out steam to bullying gangers. Nothing too hard, but nothing too soft either.
I think the title is a bit misleading. NPCs are, and have always been dangerous.
I'm a bit sad that the worst ones are gone - was wondering what happened there.

It was fun to wander the wrong way and have a story about that later.

With the term dangerous, I meant being aggressive upon contact. Which is detailed in the post. Sorry for bad wording :(
I mean, that's what I am trying to guess here, is the point to mess with noncombat characters primarily, or should most of those muggers be a threat to even someone putting 6 months since gate into combat. This greatly changes how I think about this idea, because combat characters already have great ways to make coded flash.
Making them more aggressive kinda does make it a less fun picnic.
Aida, maybe the NPCs can dynamically scale to how skilled the person they're attacking is. Or they could be programmed to have certain NPCs pick certain types of PC targets.
I suppose it could only be targeted at the NPC's out in the badlands, while there's players that can't defend themselves. Then again, what stops a ganger PC from bullying and taking hostile actions towards said PC's?
> what stops a ganger PC from bullying and taking hostile actions towards said PC's?

Repercussions. Random memento NPC mugging you is just that, maybe you go kill the npc but it doesn't mean another memento won't mug you again. If a pc attacks someone very wrong, there is a big chance of serious backlash.

Not trying to hate on the idea, just maybe refine what's the ultimate goal to achieve from it, that at the same time is not just another disadvantage to non-com characters.

> Repercussions. Random memento NPC mugging you is just that, maybe you go kill the npc but it doesn't mean another memento won't mug you again. If a pc attacks someone very wrong, there is a big chance of serious backlash.

In a city of 95 million souls, random encounters with individuals you'll never see again are commonplace. I do agree that fucking around and finding out in a scenario where a PC attacks someone very strong usually has serious backlashes, but that's not always the case. The encounter doesn't necessarily even need to end up in someone getting knocked out, the npc's could as well try and run, never to be seen again. The whole point in the original idea is to diminish the amount of complaints about the game being soft and smallworlding.

I get that themely that makes perfect sense, so would NPCs just bursting mix-rich players homes and emptying them. But do you see how in that shape it just punishes non-combat characters and gives even more coded perks to combat ones?

Don't think this would solve the dogpiling/white knighting issue either, you get rolled by npc, you rage, you rave, life goes on as PCs still won't touch you.

Usually non-combat characters who want to survive rely on skills that shield them from attacks, or move with other characters that can protect them while they move around. Its not like puppeted NPC's wont interact with PC's any less than PC's. I see your point with non-combat characters getting the harsher side of this than the ones that invest in combat skills, but its definitely not a perk for the combat ones. Its supposed to be a hindrance for everyone.

The main thing in the post was the Badlands, though. What's your take on making critters aggressive?

I am nowhere near experienced enough with baddies to have informed opinion, surely someone will chime in soon! On general note I dislike coded ways to die that discourage doing things unless you have big enough muscles with you.
I like the idea to make Badlands creatures dangerous. Honestly, don't have a lot of experience there, I thought they already were kinda like the dogs in the park that will attack on sight.

On the other hand, don't think random NPC muggings should happen, will just make non combatants hide in their cubes more.

I can't say much with experience but I recall hearing noncom people can be a bit averse to conflict and I don't imagine adding npcs specifically designed to kick their ass will make them want to go outside, I get not everything is about what people want, but this is how they would likely react
I raised this concept before but there is just a lot of die hard opposition that views every NPC interaction as stealing food directly from the mouth of a poor immy mugger.

However I do enjoy reading that thread just to go back and see how many people arguing with me are now permabanned.

"On general note I dislike coded ways to die that discourage doing things unless you have big enough muscles with you."

The badlands are not supposed to be for happy frolics through the sand or to go have picnics with your besties. They could stand to at least be marginally more dangerous, and creating more excuses for others to hire combat PCs for something other than murder can only ever be a good thing.

+1 on Nymphali's comment. Should've made this thread solely about Badlands. Sorry for the inconvenience.
The badlands are not supposed to be for happy frolics through the sand or to go have picnics with your besties. They could stand to at least be marginally more dangerous, and creating more excuses for others to hire combat PCs for something other than murder can only ever be a good thing.

OOOOH I like this idea. I mean, at the moment it is kinda a fun get-away destination.

The badlands are not supposed to be for happy frolics through the sand or to go have picnics with your besties. They could stand to at least be marginally more dangerous, and creating more excuses for others to hire combat PCs for something other than murder can only ever be a good thing.

OOOOH I like this idea. I mean, at the moment it is kinda a fun get-away destination.

Eh. It's still pretty dangerous no matter where you go. I'm not sure just spawning in more 'aggressive' NPCs is the solution to the problem because I just see weaker players getting trounced with no real way to do anything about it and stronger characters just getting free loot, essentially. Not to say that ANY random npc wouldn't be interesting, I'm just saying automating it would require some caveats and make sure it doesn't become a reoccuring problem, and also make it worth coding.

When it comes to city life, it's up to the players to push conflict in clever ways beyond 'Gives me that'. I would be down for the odd random echo of something bad happening out of control the way NPC pickpocketing is automated and let conflict naturally arise as a result of the world being alive.

Maybe a road is blocked off due to a bad accident or construction work and now the routes through the Mix are limited, meaning you can force people into traps.

Now that WCS has actual access to firefighting equipment, random fires in public areas could be an uncommon thing as something WCS can possibly handle, and could cause significant conflict or hurt a lot of people.

Very rarely, spawn a cyberpsycho having a PDS attack somewhere in the mix and make it broadcast that he's going psychotic and killing people. Load them up with random bits of chrome to give roleplay to ripperdocs and fixers.

Have a dog somehow sneak out of the park once in a while. Maybe it's hostile. Maybe it's not.

Flesh out the bounty system so that NPCs who have bounties on them should be suitably paranoid.

These are not just things that should be effecting players, these should also be impacting NPCs, too.

When it comes to the Badlands, the Badlands is underdeveloped, and while in an ideal world the Badlands NPCs should be hostile to anyone on foot, it's also unrealistic that you'd end up wandering into one with how insanely huge and large the Badlands is. Unless you are specifically wandering into it's territory, or den, it would probably give you warning echoes to 'fuck off or die' before instantly launching into 'alright time to fucking die idiot' scripts.

They obviously wouldn't attack cars, either because cars aren't edible, or you wouldn't be able to really attack a passing car as a wild animal.

The Badlands also isn't the focus point of the game and while it does exist to fill some niches and to promote some concepts and has some neat secrets and quirks, it's probably the lowest thing on the development totem pole when there's tons of other things to work on.

I agree with the ideas adam suggest, I wouldn't mind more things that change the environment for you to roleplay around, things like maglevs rarely having a delay or occasional car accidents, fires, adds conflict and life to the city without beating it into you
Honestly, that's part of why I would love to see Red revamped in general. There's supposed to be 96 million, almost 97 million people living in the city, and for the amount of overcrowded, filthy, slum that Red is supposed to be there's just too many one-two storey buildings.

Judge Dredd style megatowers and Kowloon narrow alleyways, haphazard shacks built on top of places that may have originally only been intended to be a few storeys tall, all in the name of more room. It's hard to feel like a faceless number lost among the seething masses sometimes when the proliferation of massive buildings to house those seething masses feels absent.

Hostile NPC's can respond to stats. Noncom pc with high charisma? They opt for the ugly mug. Perhaps they even avoid the strength dump pc's bc after all, why would they mug a meat head. Point is, your non combat stats could play into the dangerous npc's choice to target you or not.
I'm fine with auto aggro on certain badlands animals.

Adding mugger NPCs just sounds like it will eventually become commonplace to dunk on them and move on like nothing happened.

Because what else can you do when it's a daily coded occurrence? Sorry for the blood on my clothes, had to shoot someone on my way here. It will be treated like PDS outbreaks and addiction scripts, which is to say, more or less ignored. Not sure if anyone has tried to roleplay in an MMO and accidentally pulled aggro from some mobs, but the outcome is usually just killing them as quickly as possible and resuming like nothing happened, which is exactly how people would treat this in my view.

In the Badlands and other specific locations there's the learned threat of this happening, and in some places there's consequences for just blazing through the hostile NPCs mindlessly. That take cares of some of the problem. If hostile NPCs were everywhere and there were no consequences for taking them down, the effect would be cheapened and it would boil down to just aggroing low tier mobs on your path through the game. If there were consequences for defending yourself against muggers, though, that would also be bad, because it's just forcing players into unwinnable situations for the crime of moving around Red.

@AdamBlue9000

Do you mean there are NPC's that pick pockets? I've never heard of this. Unless you're referring to how NPC's react to being pickpocketed.