Solution to the Agents-Chasing-Machinists Problem

15 posts · 2006-04-21 15:13:54 to 2006-04-25 11:01:55

#34700005206 04/21/2006 15:13:54 Solution to the Agents-Chasing-Machinists Problem
Alright dudes? Now, I'm pretty sure that something like this has been suggested before (I mean, it's pretty obvious, really), but I've had a look and couldn't find it, so here you go:

As you know, we've got the ridiculous continuity problem of Agents chasing Machinists in restricted areas. It's been claimed that no operative should be allowed access to all areas of the City by default (despite that fact that we're actually set missions in these areas), and the Devs have made a valiant attempt to explain the problem by saying 'they're just doing their job.' But come on! Loyal Machinists were getting attacked in a meeting with the Architect. You can only get away with so much. SMILEY I seem to recall the Agents from the movies having some modicum of intelligence.

So, how about we keep the Agents chasing after Zionites and Mervs (though, strictly speaking, Agents should even be chasing Mervs in Richland, but I'll gloss over that for now).

But for Machinists we replace the Agents with hostile (and powerful) groups of Exiles. The reason I think this is a decent solution is because the game already has a spawning system in place: the EPN attacks in Morrell. We do the same thing here, but replace the EPNs with a bunch of NPCs from the local gang. Obviously a single level 255 Exile is daft, so you'd have maybe... four level 60s or something.

The only hurdle (that I can see) would be tying the existing spawning system to the Agents' danger-meter. But as far as I know there's just a variable flag that can hopefully be accessed by the spawn system.

There it is. Tell me what you think. SMILEY
#34700005229 04/22/2006 03:49:54 Re: Solution to the Agents-Chasing-Machinists Problem
I don't think the devs will consider this a high priority but I agree it should be exiles instead of agents that attack machinists.
Info Blog
#34700005260 04/22/2006 21:14:40 Re: Solution to the Agents-Chasing-Machinists Problem
I really dont see it as a problem, machines want even their own operatives to respect the rules. They won't make a difference because of that.

(just in case someone asks, i'm machinist :smileyhappy:)


folding@home
GlueVane
#34700005267 04/23/2006 02:06:02 Re: Solution to the Agents-Chasing-Machinists Problem

There are too many game play conventions with the NPCs (and not with NPCs) to pay that much attention to the agents. Those are just an additional world threat, nothing more. You go a dangerous neighborhood and have to expect high-level gangs and agents.


It was also funny when I was running a mission for Amber. I had to protect a level one NPC from the dumb ASPs all the time, just to encounter a few more ASPs in the mission area who ensured me they would keep her safe. Or when you escort a Blackwood through Magog and the other Blackwoods attack you and him.


Now imagine you're talking to Flood. On your last mission, you've entered an apartment to talk to Jane the Ripper and found only corpses in the area. So, you might wanna ask him: "Hey, why don't we just head to the construction site in Camon Heights and kill a few gang members in the vicinity so the boss can spawn and we loot the key?" I don't really wanna know what Flood would answer to the Merv nub, rofl :smileyvery-happy:


Same with the agents in restricted areas. I wouldn't mind if Dev characters would use an uber-large area effect on Machinist meetings to ensure the safety of their operatives, but apart from that, just take it as a convention and nothing more. I don't think it would really make much sense to bother about the current agent spawn system. They're just an additional threat, that's all.

#34700005268 04/23/2006 05:13:43 Re: Solution to the Agents-Chasing-Machinists Problem

That Amber mission pisses me off.


And does Jane the Ripper even spawn anymore? I haven't had any time to check it out.



I'm thinking that the Agents are just so hardwired with Restricted Districts coding that they don't distinguish "friend" from "foe". They see a guy, they go "duh, hey, that guy's not allowed", and they KILL.


Easy and simple.

#34700005270 04/23/2006 06:15:31 Re: Solution to the Agents-Chasing-Machinists Problem
Just because you work for the Machines does not make them your friends. Machines are Machines they have no friends.
#34700005273 04/23/2006 08:12:27 Re: Solution to the Agents-Chasing-Machinists Problem
I'd have to say i totaly agree.



It's kinda stupid Machinists being chased by.. Machines.. so, i think
there should defently be some kind of "Exile Agent" or something,
pherhaps a creature ^_^

#34700005279 04/23/2006 13:45:49 Re: Solution to the Agents-Chasing-Machinists Problem
Machinist meetings aren't the only times that Machinists should be free from Agent-based hassling. Sure, okay, if they just wander into a restricted area without a stated aim, then they should be chased out. However, there are missions set in these restricted areas by Agent Gray. Shouldn't Machinist operatives be allowed to do their jobs without their bosses getting in the way?

(Please, no IT jokes. SMILEY)
#34700005289 04/24/2006 00:31:22 Re: Solution to the Agents-Chasing-Machinists Problem

You all have to agree though, the sound of an agent spawning is one of the best :smileytongue:


On a more serious note, I also can't see the devs doing anything about this. The agents are there to protect the matrix, so only an agent can spawn. The devs should be able to turn them off during meetings, it would really add a cool "atmosphere" for RP purposes.


The Architect : "Hurry up operative, I can only guarantee your safety for a few minutes"


Agent Gray : "Mr. Whoever, my colleagues will be here shortly, be efficient"


Niobe : "Sykin, our hackers have managed to temporally disrupt the security systems, we don't have much time before the agents arrive..."

#34700005336 04/25/2006 02:04:34 Re: Solution to the Agents-Chasing-Machinists Problem
No, Zionites and Merv should have increased Agent attacks if they have a meeting. SMILEY But that's beside the point.

I'm not suggesting that the Devs have Exiles spawn for Machinists in the same way that Agents spawn for everyone else (as only Agents can take over Bluepills).

I'm suggesting that Agents don't spawn for Machinists, and that groups of Exiles pop up in their place: exactly like the way EPNs pop up in Morrell. Not taking over Bluepills, but just magically appearing. I know that Exiles shouldn't be able to do that, but EPNs do, so that particular breach of continuity is already established.
#34700005337 04/25/2006 02:18:36 Re: Solution to the Agents-Chasing-Machinists Problem
I ahve never met an agent in a restricted area to date. Not once, but now with the exception of a few areas in downtown now, I am pretty much accessed to everywhere. Kind of a pity though, I was doing a ton of missions in restricted areas before I got access, and never once saw an agent. Of course, knowing my luck, now that I said that, I will more than likely get an encounter with an angent when I try to get the few remaining access keys and nodes for the remaining areas I have left.
#34700005338 04/25/2006 02:34:46 Re: Solution to the Agents-Chasing-Machinists Problem
The agents don't take over bluepills, they also magically spawn at your position. At least in MxO.
#34700005341 04/25/2006 03:05:41 Re: Solution to the Agents-Chasing-Machinists Problem

Actually, when an Agent spawns, the first thing you see is a confused Bluepill standing in front of you, who then proceeds to twitch violently, shimmers in green light, looks like a redpill crashing or using /jackout, then BAM! There ya go. Agent.


SMILEY Plenty of time to don a disguise and /dance3 in front of him when he appears, though.

#34700005346 04/25/2006 06:52:07 Re: Solution to the Agents-Chasing-Machinists Problem
The Agents attack the Machinists because they enforce the truce, period.

Not even the machine operatives are exempt from the Truce.
.
#34700005363 04/25/2006 11:01:55 Re: Solution to the Agents-Chasing-Machinists Problem
But no matter what it looks like, they still appear out of nothing. I agree, it's not like any other spawning NPCs, but still.