Here’s another one: An npc that has a 50% chance to be friendly and a 50% chance to be hostile so players don’t know what to expect. That would really scare them if they’re more used to friendly ones.
It will give players items to help them survive (flashlight, map… etc.)
If the Nun is hostile, then:
It will lead players to rooms and kill them
It will give players items that might kill them or make it harder for them to survive (inaccurate map, poison… etc.)
Make sure that these Nuns have identical clothes so that it can confuse the players; Now, the way how this Nun would interact with players is to make it follow a random player and make it talk to them (Press E to speak with Nun) there will be two options, “Accept” or “Refuse” this will fit perfectly if the Nun is trying to lead them into a room or trying to give them an item; If the player ignores the Nun (for example, 10 seconds) it will leave and target another player.
amazing suggestion! i will definitely take time and try to implement this. i have a question though, how would the nun change its hostile/friendly status? could it be everytime the nun gets interacted with, after the interaction it will change status with a 50% chance?
a while ago i had a concept for a game:
there were “ghosts” which roamed around a map, and obviously players had to avoid the ghosts.
but the ghosts only ever interacted with the players and players could only see the ghosts when the map’s lights were turned off, which they were meant to do at random intervals for different lengths of time.
so theoretically players can believe themselves safe in a room only to be ambushed when the lights went out. the idea was to keep players paranoid about where they were–whether to fortify themselves inside a room which could potentially also have a ghost or to walk around the hallways which let them move more freely if they encountered danger
there’s a little more detail here, in concept 1(?)
amazing idea considering how players will try to hide in rooms where monsters wouldnt usually go to. it keeps the player movin around on their feet and makes the game more intense