[quote=“Kevin Granade, post:6, topic:13456”]I think we could do npc looting “right” pretty easily. The NPC team would spend most of it’s time not even spawned on the regular map since they’d be travelling to and from a target through areas with no enemies*. Once they start interacting with enemies, we’ll probably do some kind of “fast combat” to resolve it with less load on the game**, then when they start looting they’d actually retrieve items from the map, then head home and drop off their loot.
Easily doesn’t necessarily mean simple, this would be a lot of code, but none of it should be terribly complicated.
*This would use “fast travel” code that we want to write for the player anyway.
** I’m thinking about a situation where you have many NPC teams active at once.[/quote]
Maybe make an option to see the battles, too, or even control one of the npcs in the fight. You could also have the npcs call in a radio, saying they found enemies, and actually have the player order them to either engage or sneak past them; Also applying a speaking test there, to see if the minions followers are actually gonna listen to the orders.
About the looting, if there is a way to get info on which items are on the tile, maybe show a list to the player about said items, and have him choose which ones are gonna be taken, taking in consideration followers’ volume and weight capacities(also vehicle storage, too). However, that would come after the npcs checked if the house has enemies or not. Also, what about z-levels? Would the npcs check underground stuff, like labs and the basements on houses?