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Time-keeper bell


stebbinsd

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Setting up an arena in my settlement was a pain in the ass, to put it mildly! As it turns out, I have to set up elaborate structures with powered doors just to keep the combatants from attacking enemy combatants on-sight! Then, I'm supposed to use the quitting time siren and wait for people to get in their seats before I even assign settlers to teams!

 

This video explains how much of a pain-in-the-ass it is:

 

 

With the exception of the pathfinding issues, I think 99% of the pain-in-the-ass problems with this system can be easily cured with a simple addition: A time-keeper bell! Place it near the Quitting Time siren for optimal results. Time-keeper bells are used in boxing and pro wrestling to signify the beginning and end to matches and rounds, so it's already immersive.

 

You can take the sound-effect from the vanilla "bell" and just play it three times when the time-keeper bell is activated.

 

Here's an idea of how the mechanics of the bell would work: Assigning settlers to arena platforms will only assign them to preliminary factions ... e.g. "Blue Team - Pacifist" and "Red Team - Pacifist." These factions don't do anything by themselves; their only purpose is to serve as placeholders for the actual combat factions.

 

When the bell is activated by the player, anyone in the "Blue Team - Pacifist" faction will be added to the regular "Blue Team" faction. Same with the Red Team. These are the factions that are scripted to attack each other on-sight. Ringing the bell again will remove the combatants from those regular factions, while still keeping the pacifist versions of the factions intact. Add a "cease combat" script they don't want to finish the fight they've already started, and that would effectively signal an end to the fight.

 

Who seconds this request?

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