shihonage
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How would one go about balancing out the increased firepower and skill specialization that you get with additional NPCs ?
If the game is made for one player, and said player has helpers of comparable skill or firepower, it will get broken. On the other hand, there's no point in having your party consist of retarded paraplegics and 95-year-olds.
As I understand, in Fallout you simply couldn't use their skills, and they were also annoying and weak (F1), so they became less helpful with time until their inevitable demise.
In KOTOR you could use their skills, which kind of negated the significance of your own?
_________
Here are some solutions I was thinking of:
a) if you play a WeakSmart, then you can convince a brute of an NPC to follow you around and wield weapons you cannot use effectively. Voila, the "you don't have to fight" solution, because the NPC fights for you!
b) if you're a StrongDumb, then you get a geek to follow you around and pick those lockpicks and repair equipment. Maybe you only get them to follow you because you reek of adventure and violence, something they don't have in their life.
But then these scenarios are kind of limited. What if you choose not to have a party NPC? The game should be an enjoyable experience with a variety of character builds and choices.
What if you choose more than one?
Maybe there should be a form of punishment for having a party? For instance, taking their differences into extremes, and constantly having to stop them from killing one another, or making members "incompatible" with others by belief/etc ?
Making them require you to maintain their equipment, because they're little babies who can't do it themselves?
Making you provide them with ammo?
Any thoughts/ideas on proper ways to prevent party NPCs (or lack thereof) from breaking game balance?
If the game is made for one player, and said player has helpers of comparable skill or firepower, it will get broken. On the other hand, there's no point in having your party consist of retarded paraplegics and 95-year-olds.
As I understand, in Fallout you simply couldn't use their skills, and they were also annoying and weak (F1), so they became less helpful with time until their inevitable demise.
In KOTOR you could use their skills, which kind of negated the significance of your own?
_________
Here are some solutions I was thinking of:
a) if you play a WeakSmart, then you can convince a brute of an NPC to follow you around and wield weapons you cannot use effectively. Voila, the "you don't have to fight" solution, because the NPC fights for you!
b) if you're a StrongDumb, then you get a geek to follow you around and pick those lockpicks and repair equipment. Maybe you only get them to follow you because you reek of adventure and violence, something they don't have in their life.
But then these scenarios are kind of limited. What if you choose not to have a party NPC? The game should be an enjoyable experience with a variety of character builds and choices.
What if you choose more than one?
Maybe there should be a form of punishment for having a party? For instance, taking their differences into extremes, and constantly having to stop them from killing one another, or making members "incompatible" with others by belief/etc ?
Making them require you to maintain their equipment, because they're little babies who can't do it themselves?
Making you provide them with ammo?
Any thoughts/ideas on proper ways to prevent party NPCs (or lack thereof) from breaking game balance?