This one’s called ‘NPC Evolution’, because since they’re now here in their barebone state, I think we should push them further. Right now they’re idle and even idle are unresponsive statues, unless triggered. I’m going to introduce three ideas that in whole is one large idea.
NPC Evolution is about making some of them from each faction or survivor group set challenges and gain trust for these NPC’s to earn level rewards. Through this, you get a new gameplay loop entirely. The original first thought was introducing Bunker 666 and the Iron Church/Ljuset commune members in the game and let them be interactable NPCs that can be visited any moment and spoken to about crazy ways to kill machines. People without prompting create these challenges right now by themselves, without any benefit, except the fun factor. Moller PP Challenges, Magnus Challenges and some that are in the game’s challenge tree - Melee ones.
The idea now is to overhaul some things and introduce new rewards, which might be a bit of work, rather than plopping down an empty NPC and giving it an interaction trigger with couple challenges you can pick - like a mission. The current challenges are more permanent and would need to be pulled in with the NPC challenges, so this could eventually be divided in repeatable and permanent challenges.
[-------] Stage 0 - Basic improvement [-------]
Suggestion 0. Better NPCs
- Request Add NPC idle states with voice lines that loop over and acknowledge a player enter the range. In a cluster of NPCs, give only one priority to speak - to avoid overlap.
[-------] Stage 1 - New NPCs and System [-------]
Suggestion 1. NPC Challenges - Interactable NPC.
- Request Create cultist NPCs that have already been sighted in the game - Iron Church or Ljuset Commune, fully fleshed and with some idle lines. Make sure the introduction makes sense story-wise and slowly introduce this group as people that challenge each other, to eventually start challenging the player. The cultists hand out Challenges that can be anything from a repeatable one, to the ones that are on the actual challenges tree with the titles and other rewards. Regular rewards you can receive after finishing a challenge and returning is ammunition, weapons, attachments and regular loot pool items. The silly challenges that already exist in the game’s challenge tab with prestige would need to be pulled in to the cultist’s addition of challenges.
- Actions Interact action. Interaction opens a menu of challenges, similar to a Warboard mission, but introduces conditions to reach, to count as a challenge complete. This counts towards a new XP bar that only has to show with challenges themselves done (to not become annoying). Filling an XP bar and gaining levels/trust, the player receives titles and newly designed attire. Attire can have multiple color states, from rubbish to cleaner clothing that you earn through to make implementation lazy for Developers.
[-------] Stage 2 - NPC Evolution [-------]
Suggestion 2. NPC Trust - Regions of presence
- Request Just like Rivals in regions and their levels, create a Trust level for NPCs, if you do things for them. Expand from just silly challenges handed by cult members to Requests to be fulfilled from other NPC survivor groups - Ringfort, Bjortunet. Donating resources, clearing areas near them from enemies and handing weapons earn Trust. With Trust, the idle NPC states could change depending on your Trust level… Just hanging out near them. If you were to clear the machines around Bjortunet to keep it safe, you’d gain a trust level and they’d hand you wintery-themed goods - Titles, Winter clothing and returns for attachments/vision modules. With this, the area around the NPCs slowly improve to show a sense of progression. More boxes, or tidier places in each of the NPC camps after each level.
- Actions Similarly to challenges given by Suggestion 1. Repeated requests may appear for some basic resources that the player might need.
[-------] Stage 3 - The perfect state [-------]
Suggestion 3. NPC Activity
- Request Make these people appear in key locations and act on their own. This only a vague idea to give much of the creativity to the team, but if the NPCs showed their own strength in holding down areas of interest for them, with the player being able to see, interact and assist… creating actual purpose for the NPCs and giving them ‘beyond basic’ treatment. This may be anything for NPCs to encourage actual originality, so I’m leaving this suggestion vague.
This is how I see NPCs taken further, because from first introducing them in Alpine Unrest and now in FNIX Rising, nothing has really changed in them and it’s sad to see. If you were to make such a big move for NPCs, could’ve done a bit more for their idle states and now can definitely look for ways improving them. When the time and resources are available, consider improving this aspect, since you went through with it. Hope this is interesting