[quote=“HunterAlpha1, post:7, topic:7817”][quote=“eatdembeanz, post:3, topic:7817”]Having an abundance of NPCs might make the early game difficult (imagine a turret that moves as fast as you do), and having almost none in the endgame might make the endgame even easier (imagine NO turrets that move as fast as you).
I like your idea of making it so that, as time goes on, less unaffiliated NPCs appear, but more faction-affiliated NPCs appear.[/quote]There already IS an abundance of moving turrets NPCs at the start of the game, the idea is to make them become less and less common as time goes by. Plus, they might would start to have more and better loot as they become scarcer because fewer people to compete with.[/quote]
I crunched some numbers a while ago:
[quote=“KA101, post:20, topic:3924”]Just a quick reference check: as of 2010, 1% of the most populous cities in New England came out to roughly 17,695 total survivors. Granted, cities might have been hit harder, but that’s only the most populous city in each state. So I’d call that a conservative estimate.
Probably easier than pulling the Census data directly
In other words, NPC presence is pretty believable. Don’t be afraid to enable Static NPCs, and if you’ve got thoughts for how NPC interactions might improve the game, Acidia’s work has made that far more manageable.[/quote]
I’m in favor of folks getting more factionalized as time goes on, not simply becoming tougher but jucier targets for psychopath cannibal PCs. Just Say No to PCPCs!