This is one that has been discussed previously, the problem is less technological and more operational, vis-a-vis griefing and other related issues. Its conceptually partially linked to spawning NPCs and would likely be addressed in similar contexts and in similar timeframes.
Thanks, Arcana. My suggestion was one of 'in principle' can it be done. I'd expect it to be a 'far off' feature in regards PVP handover to a 'real time' server service?
I always felt the 'red tram lines' on the hero maps was a wasted opportunity for 'City of Villains'. I felt a lot of work went into creating geometry heavy zones when really, all what was needed was villainous archetypes (which we got...) and the ability to 'take on' heroes. I would have restricted the 'scheming' and PVP'ing to 'red tram lines' in each hero zone...and...used the AE functionality to create 'nemesis' missions for heroes in the game. Felt a lot of 'sideways' work took City of Heroes 'sideways' to essentially duplicate the same game when City of Heroes could have been 'taken forward' in engine and filling up the many 'empty' zones City of Heroes already had. Hindsight.
My idea is that as well as AI spawns...you'd have players who could be 'npcs' (of the none huuuuuuge griefing kind...) in red tram zones for that extra bit of 'real' bite to combat. It's pretty cool to 'benpc' in Icon. I know that for Paragon Chat it is a different ballgame due to server issues probably...and, as you say, linked to npc spawning..?
It's a 'wish list' idea for the future. But it could be used in GM/SG private maps. Used for street sweeping. It would add an extra dimension to combat and interaction, in a way, taking the 'zones', GM'ing and private map functionality far beyond the original game in that regard. I think Paragon Studios missed a trick or two in some ways.
With what's planned on Codewalker's timeline...there is a visionary expansion to functionality (I noted the Lua Scripting is one the timeline...) such as GM functionality and spawning private maps as chat rooms. I can't wait to see how that works.
I know my 'Neverwinter' nights buddy enthused about that game's GM functionality to 'live' generate mobs to provide an element of unpredictability to a 'campaign.'
Adding such powers to a future Paragon Chat (or 'real time' server handover thingie...) entices the mind.
Here is now, though. I'll be happy with animating doors. Invite to and chat in teams. Coh's unique travel powers and the 'not so far away' (?) GM capability (because I'm intrigued...)
Azrael.
PS. From my 'playing' with SQL and creating 'NPC' costume sets...this can...'kind of' already be done in a manner of speaking. Eg. I create myself a Carnie NPC or 'Hollows Troll' NPC. I get to 'look' like an NPC. If we consider the 'pending' 1.2 version of Paragon Chat on the horizon...and GM private maps...you could...have that 'real time' role play element for...well...RPGing. If you have a bunch of friends, one can be the GM, a few the heroes...a few the villains. IF they've able and familiar with the NPCs they want to play and use SQL to achieve them. Though you could, if inhibited by SQL, just use the standard Paragon Chat costume creator and 'create' a 'villain' anyhow, I guess.
I'm not particularly technical...however, I've managed to play with NPC carnie and 'lost hero' costumes and used the SQL to 'import' / save them into the CoH database.
I guess you could say I'm intrigued by the 'GM powers' in 1.2?