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Scripts v.155
*sam*
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This patch adds in-town NPC honour/dishonour. Basically some NPC gangs in combats and deathraces will tend to honour your surrender (and will cease fire while you wait your 5 moves to exit), and others won't. Surrenders are now broadcasted - so you'll se when an NPC surrenders too, and if you keep blasting him, well his gang just might not forget it :rolleyes:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 13, 2007, 9:09 pm Last edited Nov 13, 2007, 9:10 pm by *sam*
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Tell me the truth Sam, you are an alien entity with 2 heads and 4 arms, working on two things at once... :thinking:

It would take months for E.A. and a new licence for users to have such game upgrades! ;)
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vet cont zom slay2013 marshal wv

Posted Nov 13, 2007, 9:12 pm
Dr Mathias
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I hope Dirge is one of the dishonorable ones... I hate those guys. I'm gonna give them the whole nine yards.
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vet combat1 ped1 wv cont

Posted Nov 13, 2007, 9:20 pm
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will the npc gangs always be honorable or dishonorable or will they change?
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vet paintball wv1,0,2

Posted Nov 14, 2007, 12:39 am
Lutor Vykos
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I hear ya Doc, I hate those guys too.

Quote:
Remember nothing better than killing Dirge, except for killing Dirge under the moonlight.
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vet

Posted Nov 14, 2007, 4:52 am
*sam*
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Quote:
will the npc gangs always be honorable or dishonorable or will they change?


Any given gang will *tend* to (but not always) behave one way or the other, although some are less predictable.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 14, 2007, 9:22 am
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don't suppose this will apply to wildernes combats will it?
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marshal vet race1 elmsautumn wv

Posted Nov 15, 2007, 1:27 am
*sam*
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Quote:
don't suppose this will apply to wildernes combats will it?


A surrender in the wilderness doesn't happen until the whole squad has announced that they 'wish to surrender', therefore the shooting already stops automatically when a wilderness surrender occurs.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 15, 2007, 9:18 pm Last edited Nov 15, 2007, 9:18 pm by *sam*
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Could be that Honour value affects ths likelyhood of your character escaping a surrendered wilderness encounter. Injuries , strength, distance from town and honour of enemy could ( or may already be facv=tors) ?

COCO
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vet wv

Posted Nov 15, 2007, 9:25 pm
*sam*
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Nice idea, ye. I guess an honourable bunch of pirates might give you a lift back to town (the other variables you mention are already used for this..)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 15, 2007, 9:26 pm Last edited Nov 15, 2007, 10:14 pm by *sam*
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*sam* said:
guess an honourable bunch of pirates might give you a lift back to town


Don't know quite how to take that ( no smilie ?)

Surely they would take damaged tires before offering a taxi service.......... :(

I am talking about the pirate code thing of taking a ship and putting  the crew into lifeboats and setting them adrift type thing.

I have talked about alternative NPC parties before and honour would be a great indicator/differentiator ( good word !) . Currently Gangs and Pirates different sides of same coin , but Firelight will change that

COCO
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vet wv

Posted Nov 15, 2007, 10:28 pm
*sam*
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Quote:
Surely they would take damaged tires before offering a taxi service..........


Right, that's a point.

Quote:
I am talking about the pirate code thing of taking a ship and putting  the crew into lifeboats and setting them adrift type thing.


You mean they give you a car with an almost-broken engine?
Because, at the moment character deaths after a wilderness loss are not supposed to represent the opposition butchering you, it's mostly just death while trying to walk home: getting eaten by mutants, killed by other pirates, etc.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 15, 2007, 11:01 pm
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