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Computer Artworks game sequel to John Carpenter's The Thing will feature various NPCs to add to the reality and atmosphere of the game as well as help you, as Captain Blake, reach your goals while playing. Adding to the elements of reality and atmosphere, trust will be a major factor. While playing, NPCs trust in you (whether or not they believe you may have become infected) will go up and down depending on your actions. A trust meter will show you just how much you are trusted. For example, walk into a room and suddenly turn out the lights and the NPC trust in you will drop. Give them a gun, and you may gain their trust back for a time. Once their trust drops to the point they believe you may be have become a Thing, and they may not willingly help you at all. In fact, you may have to threaten a NPC at gunpoint to get him to cooperate. It's even possible, depending on the situation for the NPCs to attack you... of course, is it because they believe you to have become a Thing or rather that they've all become infected themselves?
NPCs can be controlled through a simple command system, however, them
actually following your commands will depend on the level of trust they have
in you and how much they've succumbed to fear. Each character in the game
will have individual personality traits which may give clues to whether or
not a NPC has become infected. Personalities also range into a NPC
preferences. A Medic may not like the dark and in order to keep him at peak
usability, you may need to keep a room well lit. CLASSES NPCs are made up of three classes of characters: THE SOLDIER:
THE MEDIC:
THE ENGINEER:
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