NPC Factions

# General Information

There are currently a large variety of NPC Factions on the *RustRPG* server. Each faction has a different overall appearance, difficultly ranking within, etc. NPC stats scale based on the number of players engaged in combat with them. The AI system for the NPC's is built from the ground up by the server developers and is a unique experience. NPC's react much more realistically and will actively dodge, counter, etc. Players will find different NPC's prefer different ranges and are more or less lethal at them. For instance, in the current NPC Meta, virtually all NPC's have a debuff to their accuracy and damage when pushed up close, giving melee-oriented playstyles a significant boost if they can cleverly close the gap using line of sight or other means.

## Leash Range

All NPC's have a hard maximum engagement range. Attacking an NPC outside of its maximum leash range will now cause that NPC to instantly "leash" and run back to its spawn point at a very high speed, while also fully healing itself. NPC's will only behave this way based on the target they're actually aggro'd on, so it cannot simply be griefed. This mechanic ensures that NPC's cannot be engaged outside of their retaliation ranges or "pulled" to far away spots to get them out of the way.

## Dynamic Scaling

This system can be toggled on and off by a Team Leader
The vast majority of NPC's are tuned to be able to be soloable (with expectations of certain level, specialization, and equipment; not soloable if entirely ill-prepared). From there, every player in a team with the initial player who attacks the same NPC will cause that NPC to scale in health, difficulty, XP, and loot. This allows solo players and small scale groups to co-exist with large scale groups and have access to the same content, without either side feeling over or underpowered as the NPC's will scale to meet their needs.

Dynamic Scaling seeks to solve this issue, allowing even an 8 man team to fight a previously soloable boss, and suddenly encounter quite a challenge even for their full team, with XP and loot to match. Both when an NPC Scales as well as leashes will have very clear effects built-in for players to be aware of what's happening. Players will also always be able to see an NPC's Scale Level in the Target Bar. One thing to keep in mind is that "Major Monument" NPC's such as those found in Train Yard, Launch Site, and so on, are intentionally meant to be significantly more of a challenge than minor monuments, though they are still considered soloable, just with a greater challenge.

## Manual Scaling

Players are able to adjust the NPC level to provide a greater level of challenge for themself.
Using the command **/scale #** and replacing # with the scale you'd like. NPC scaling can currently go up to 16, the size of a full alliance.

## NPC Features

### Player-like movement & evasion

NPC's alternate their movement patterns, strafe quickly with variable speeds, switch between crouching and standing, and pause when necessary for increases to their accuracy but decrease to their defense (by virtue of being easier to hit).

### Aggro Management

NPC's will prioritize targets that have dealt the most damage to them.

### Custom Shooting Logic

Similar to players themselves, NPC's will fire a range of shot volleys, each one slightly different from the next in terms of shot frequency, number of shots, time to aim down sights and more, and then reloading after each volley is done (also with a variance in time), allowing players to study NPC movement and shooting patterns and fight accordingly.

### Agitation State

When NPC's are in a limbo state between losing their target, investigating, and leashing, they will enter an agitation state where they will wander around their immediate area faster than normal, as they are "on guard" from the recent combat encounter.

### Target Investigation

If an NPC loses sight of its target, it will investigate by running to the most recent spot it saw them and proceed to "search" for them for a period of time, eventually giving up if the player can continue to elude them for an extended period of time.

### Planned

NPC's will later have trademark defined combat styles and strategies per NPC Faction, resistances to certain damage types while weaknesses to others, more player-like reasoning, group tactics, ability usage, self-healing, cover-seeking, and much, much more.

## Elite

Elite NPCs will have [ELITE] branding before their name for easy spotting. These NPCs will have superior combat statistics, tactics, loot, and XP. In addition to already being stronger at a baseline, they can also be scaled up to a maximum of Scale Level 16, making them quite a challenge. The Commander at Custodian Landing can drop a Hackable Crate Cable. These NPCs can currently be found at Tier 1 & Tier 2 Custodian Landing Monuments as well as Tier 1 & Tier 2 Quarries.

# Factions

## Research

### Scientist

This faction guards various monuments including: Repurposed Dome, Warehouse, Tree Village, Harbor, Satellite Dish, and Sewer Branch

## Sustainer

This faction is found guarding the Supermarket buildings.

## Juicers

Artic & Arid versions at Electrical Stations