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{{About|in-game '''Non Player Characters'''|in-lore '''Artificial Intelligence'''|Artificial Intelligence}}
{{For|a list of important characters in Star Citizen|:Category: Characters}}
A '''Non-player Character''' (NPC) is an entity within Star Citizen that is not controlled by a player in real-time. Star Citizen uses 5 different types of NPCs to populate the [[Persistent Universe]].
==Types of NPCs==
* '''Character''' - Character NPCs are Real NPCs that are critical to the storyline or mission, many using A-list actors. Most of the character NPCs were completed fully by CIG using motion capture acting with professional actors. The Squadron 42 portion of Star Citizen uses Character NPCs to script the story.
* '''Simulated''' - {{Main|Quantum (game system)}} Simulated NPCs make up the background of the Persistent Universe. They are endowed with basic personality traits, utilize resources from the economy and react as a mass population would to help simulate the masses of the cities, planets, systems, and universe. Simulated NPCs are not visually represented in Persistent Universe, however the greater the simulated NPC population, the greater the represented population by Real NPCs at places like the landing zone or shops.
* '''Probabilistic''' - Probabilistic NPCs are basic algorithms that are basic back-end NPCs that are less NPC and more probabilities. These NPCs will not have direct interaction with the player character.
* '''Virtual''' - Virtual NPCs or "spoofed" NPCs are non-existent in the PU until required for the [[Dynamic Mission System]]. When a mission is created, a virtual NPC is created. Once a mission is accepted, the Virtual NPC is converted into a Real NPC for the duration of its interaction with the player character.
* '''Real''' - Real NPCs are NPCs that are fully simulated within the Persistent Universe, to include a visual representation. All Character NPCs are real NPCs. These types of NPCs are very resource-intensive, which is why simulated, probabilistic and virtual NPCs are required. Real NPCs have a series of subroutines that define their behaviors, like the engineer, [[hygiene]], hawker, and tourist behaviors. The first pass on the engineer handles maintenance operations for wall panels inside ships and hangars, including inspecting internal fuses and replacing them if damaged. The initial implementation of the hygiene behavior gives NPCs the ability to use toilets, sinks, and showers, while the Hawker is a generic activity that handles various street vendors and speakers. For example, NPCs manning hotdog or taco stands. The first pass on the tourist behavior deals with characters going to and traveling around areas to look at points of interest.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/transmission/17975-Star-Citizen-Monthly-Report-January-2021|text=Star Citizen Monthly Report: January 2021|accessdate=2021-02-04}}</ref>
== NPC behavior algorithms ==
Traits are characteristics that NPCs have or lack and which ensure that actions taken by NPCs feel different. Some traits automatically apply other traits that pair well together. Different factions are more or less likely to have specific traits, for example untrained pirates will be more agressive and reckless than trained military. Traits also apply to crew members, which can match or compensate the player playstyle.<ref>[https://www.youtube.com/watch?v=nJ9pc-1Aa7A CitizenCon 2953: Life In The First Person], Star Citizen, YouTube, 27 oct. 2023</ref>
===Social Traits===
*'''Arcade Machine''' - AI behavior where the AI will play multiple rounds on an arcade machine, with varied emotional results depending on if they win or lose.
*'''Commuter''' - The AI will search for means to travel to their destination. While waiting for a vehicle to arrive, the AI will eat, drink, and check notice boards or timetables. Upon the arrival of the transport, the AI will board and embark to their destination.
*'''Dancing''' - After work, some civilians will have the urge to spend time at a nightclub and dance the night away. This will bring new life and movement to ''Star Citizen's'' bars.
*'''Ground vehicles''' - The NPC's controlling and driving ground vehicles will develop paths that can take care of the vehicle's physical abilities to transform the NPCs movement request into actual movement.
*'''Hawker''' - The NPC will stand out in front of a shop or stall and will try to attract customers and persuade bystanders to look and buy the offered goods.
*'''Illegal goods dealer''' - A new roaming ‘Vendor’ AI behaviour that brokers illegal products, located mostly wandering around shadowy and secretive areas, this dealer trades without a license or permission and is always on the lookout for security.
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