Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Solution to the Agents-Chasing-Machinists Problem
Search inside this topic:
The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: 1 , 2  Next
Author Message


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 4218
Location: HvCFT Aggregator, The Glitch Society, Syntax
Online

Alright dudes? Now, I'm pretty sure that something like this has been suggested before (I mean, it's pretty obvious, really), but I've had a look and couldn't find it, so here you go:

As you know, we've got the ridiculous continuity problem of Agents chasing Machinists in restricted areas. It's been claimed that no operative should be allowed access to all areas of the City by default (despite that fact that we're actually set missions in these areas), and the Devs have made a valiant attempt to explain the problem by saying 'they're just doing their job.' But come on! Loyal Machinists were getting attacked in a meeting with the Architect. You can only get away with so much. SMILEY I seem to recall the Agents from the movies having some modicum of intelligence.

So, how about we keep the Agents chasing after Zionites and Mervs (though, strictly speaking, Agents should even be chasing Mervs in Richland, but I'll gloss over that for now).

But for Machinists we replace the Agents with hostile (and powerful) groups of Exiles. The reason I think this is a decent solution is because the game already has a spawning system in place: the EPN attacks in Morrell. We do the same thing here, but replace the EPNs with a bunch of NPCs from the local gang. Obviously a single level 255 Exile is daft, so you'd have maybe... four level 60s or something.

The only hurdle (that I can see) would be tying the existing spawning system to the Agents' danger-meter. But as far as I know there's just a variable flag that can hopefully be accessed by the spawn system.

There it is. Tell me what you think. SMILEY



Fansite Operator

Joined: Aug 16, 2005
Messages: 1611
Location: Vector Instance Operative Level: 50 Discipline: Karate/Duelist Organisation: Zion Reputation: 119
Offline

I don't think the devs will consider this a high priority but I agree it should be exiles instead of agents that attack machinists.



Mainframe Invader

Joined: Nov 29, 2005
Messages: 353
Offline

I really dont see it as a problem, machines want even their own operatives to respect the rules. They won't make a difference because of that.

(just in case someone asks, i'm machinist :smileyhappy:)





Systemic Anomaly

Joined: Nov 17, 2005
Messages: 5142
Location: Germany
Offline


There are too many game play conventions with the NPCs (and not with NPCs) to pay that much attention to the agents. Those are just an additional world threat, nothing more. You go a dangerous neighborhood and have to expect high-level gangs and agents.


It was also funny when I was running a mission for Amber. I had to protect a level one NPC from the dumb ASPs all the time, just to encounter a few more ASPs in the mission area who ensured me they would keep her safe. Or when you escort a Blackwood through Magog and the other Blackwoods attack you and him.


Now imagine you're talking to Flood. On your last mission, you've entered an apartment to talk to Jane the Ripper and found only corpses in the area. So, you might wanna ask him: "Hey, why don't we just head to the construction site in Camon Heights and kill a few gang members in the vicinity so the boss can spawn and we loot the key?" I don't really wanna know what Flood would answer to the Merv nub, rofl :smileyvery-happy:


Same with the agents in restricted areas. I wouldn't mind if Dev characters would use an uber-large area effect on Machinist meetings to ensure the safety of their operatives, but apart from that, just take it as a convention and nothing more. I don't think it would really make much sense to bother about the current agent spawn system. They're just an additional threat, that's all.



Vindicator

Joined: Oct 22, 2005
Messages: 8299
Location: Ye Olde Hole Ine The Tree
Online

That Amber mission pisses me off.


And does Jane the Ripper even spawn anymore? I haven't had any time to check it out.


 


I'm thinking that the Agents are just so hardwired with Restricted Districts coding that they don't distinguish "friend" from "foe". They see a guy, they go "duh, hey, that guy's not allowed", and they KILL.


Easy and simple.




Perceptive Mind

Joined: Aug 20, 2005
Messages: 486
Offline

Just because you work for the Machines does not make them your friends. Machines are Machines they have no friends.


Jacked Out

Joined: Aug 16, 2005
Messages: 1304
Location: :8080
Offline

I'd have to say i totaly agree.



It's kinda stupid Machinists being chased by.. Machines.. so, i think
there should defently be some kind of "Exile Agent" or something,
pherhaps a creature ^_^



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 4218
Location: HvCFT Aggregator, The Glitch Society, Syntax
Online

Machinist meetings aren't the only times that Machinists should be free from Agent-based hassling. Sure, okay, if they just wander into a restricted area without a stated aim, then they should be chased out. However, there are missions set in these restricted areas by Agent Gray. Shouldn't Machinist operatives be allowed to do their jobs without their bosses getting in the way?

(Please, no IT jokes. SMILEY)



Jacked Out

Joined: Sep 15, 2005
Messages: 218
Offline


You all have to agree though, the sound of an agent spawning is one of the best :smileytongue:


On a more serious note, I also can't see the devs doing anything about this. The agents are there to protect the matrix, so only an agent can spawn. The devs should be able to turn them off during meetings, it would really add a cool "atmosphere" for RP purposes.


The Architect : "Hurry up operative, I can only guarantee your safety for a few minutes"


Agent Gray : "Mr. Whoever, my colleagues will be here shortly, be efficient"


Niobe : "Sykin, our hackers have managed to temporally disrupt the security systems, we don't have much time before the agents arrive..."



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 4218
Location: HvCFT Aggregator, The Glitch Society, Syntax
Online

No, Zionites and Merv should have increased Agent attacks if they have a meeting. SMILEY But that's beside the point.

I'm not suggesting that the Devs have Exiles spawn for Machinists in the same way that Agents spawn for everyone else (as only Agents can take over Bluepills).

I'm suggesting that Agents don't spawn for Machinists, and that groups of Exiles pop up in their place: exactly like the way EPNs pop up in Morrell. Not taking over Bluepills, but just magically appearing. I know that Exiles shouldn't be able to do that, but EPNs do, so that particular breach of continuity is already established.





Joined: Apr 8, 2006
Messages: 263
Offline

I ahve never met an agent in a restricted area to date. Not once, but now with the exception of a few areas in downtown now, I am pretty much accessed to everywhere. Kind of a pity though, I was doing a ton of missions in restricted areas before I got access, and never once saw an agent. Of course, knowing my luck, now that I said that, I will more than likely get an encounter with an angent when I try to get the few remaining access keys and nodes for the remaining areas I have left.


Systemic Anomaly

Joined: Nov 17, 2005
Messages: 5142
Location: Germany
Offline

The agents don't take over bluepills, they also magically spawn at your position. At least in MxO.


Vindicator

Joined: Oct 22, 2005
Messages: 8299
Location: Ye Olde Hole Ine The Tree
Online


Actually, when an Agent spawns, the first thing you see is a confused Bluepill standing in front of you, who then proceeds to twitch violently, shimmers in green light, looks like a redpill crashing or using /jackout, then BAM! There ya go. Agent.


SMILEY Plenty of time to don a disguise and /dance3 in front of him when he appears, though.




Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1174
Offline

The Agents attack the Machinists because they enforce the truce, period.

Not even the machine operatives are exempt from the Truce.



Systemic Anomaly

Joined: Nov 17, 2005
Messages: 5142
Location: Germany
Offline

But no matter what it looks like, they still appear out of nothing. I agree, it's not like any other spawning NPCs, but still.
 
The Matrix Online » Top » Development Discussion » Development Roundtable Go to Page: 1 , 2  Next
Go to:   

Version 2.2.7.43