I am making a large RPG and I have a question about enemy spawning. I was wondering if people prefer enemies randomly patroling around an area or just randomly spawned enemies that do not move. The problem I am finding with patrolers is that they follow you and it is easy to get massed by a group of enemies. However, I do like the fact that they are moving and creating a more random atmosphere. What do you guys think? Thanks for any feedback/ideas.
-bearcat_fan
I'd have to agree with you on moving enemies, they create a random atmosphere and they provide life to the map. Still enemies are easily avoidable and that's not a true RPG aspect. In my honest opinion, keep the enemies moving.
Patrolling because it make's it more fun stuff like dodge and whatnot.
yeah i would prefer the roaming around enemy's
but pliz dont just create them in 1 location on open ground if there is no enemy's left in big area. make them appear from cages or buildings or something like that.
(if you plan to create more of them during the game, ofcourse)
sorry that ^was a bit offtopic, but i jsut saw a lot of RPG's where the enemy's just appear in open ground & taht made me a bit angry

*Sorry, I thought I should put this thread in map making assistance cause I am using it in a map.
I agree Jammed. No worries though because I am using burrowed units to make random spawn points and random patrol to points and the enemy only spawns if the entire area is clear of human players. I have been testing it and you never even see enemies spawn, but they run onto your screen. To cut down on enemies getting overwhelming, I am using triggers to release enemies depending on how many heros are in the area up to a certain max.
-bearcat_fan
QUOTE(bearcat_fan @ Apr 8 2006, 05:56 PM)
*Sorry, I thought I should put this thread in map making assistance cause I am using it in a map.
I agree Jammed. No worries though because I am using burrowed units to make random spawn points and random patrol to points and the enemy only spawns if the entire area is clear of human players. I have been testing it and you never even see enemies spawn, but they run onto your screen. To cut down on enemies getting overwhelming, I am using triggers to release enemies depending on how many heros are in the area up to a certain max.
-bearcat_fan
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that would be nice, only be cairful, there is a limit to creating units with properties with triggers.
(if i'm wrong pliz tell me, but that's what i encountered in making of my map)
I know, I have had that problem in the past as well and I keep away from that trigger as much as possible now. However, this system does not create units with properties, just regular units. It seems to be working well so far.
-bearcat
Deffinately Patroling because standing still is boring!
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around... lol. But no units is so Pokemon.
QUOTE(A_of_s_t @ Apr 9 2006, 12:17 AM)
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around... lol. But no units is so Pokemon.
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I really don't think this is a concern for lag. Maps lag because the connection between certain users is poor, not because the triggers. Think about it... Melee maps lag sometimes, yet they have no triggers.
lol, but if too many things are running at the same time, then the comp will slow (just a tad).
I like to use a combination of both stationary and roaming mobs. To me, you should have to uncover the map and fight for every inch. Whats fun about running from one point to another point without seeing any mobs? Roaming mobs don't also get the cover you are looking for.
Hugel
I'm definately for the patroling! Standing units are boring! And i wish you luck for your project !

Use still enemies to block areas where you want there to be a fight always, and patrolling units for open terrain.
QUOTE(A_of_s_t @ Apr 8 2006, 11:17 PM)
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around... lol. But no units is so Pokemon.
You could always start the patrolling triggers when a player walks into the area of the units. You wouldn't have the units randomly walking during a useless time, so it would not get "mass-moving lag" if any.
Shouldn't you turn this into a poll if you're listing choices?
Anyways, what about using set 2x2 location points and have units patrol between those two? I mean, I guess we're just throwing out ideas.

I'm still unsure if i prefer 6 units spawning in one location at the center of an area or moving units... they both work fine for me.

make the enemy units move randomly every now and then
Ai script Junk yard dog for towns deffinitely, a still town is a boring town, as for enemies, if they spawn in groups and sit there, when you go to attack you hafta fight many at one time. With random movers just make sure you stop the spawn before there is too many.
Random movers is the way to go!
Junk yard dog units DOESN'T Attack
Is complitely boring persecute units if they won't attack you.

I think Roaming enemies are better...If you don't want them following people then just don't have as many spawn at a time, and just spawn more frequently...or multiple times, rather then once. If you make the enemies stand still then they can be avoided two easily.
ADDITION:
QUOTE(A_of_s_t @ Apr 9 2006, 11:02 PM)
lol, but if too many things are running at the same time, then the comp will slow (just a tad).
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If you ever watch any watch any of the trailors...A&O especialy...They are loaded w/ triggers and only lag cause' of people...
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag

ADDITION:
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag

ADDITION:
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag
