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Testers Needed! (new escort missions and 3 multi-system hives)

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Oct 25, 2006 moldyman link
Took a convoy from Sedina L-2 to Odia C-2, at... *digs through the logs* [Thu Oct 26 00:08:46 2006] EDT, so 11:08:46 Server time. Left the station, group formed fine. The mission text "Ok Lemon Lime. Leaving now" popped up. And I waited... and waited... and waited. The convoy didn't show after five minutes so I aborted.

Bug repeated several minutes later with an escort mission to Arta Caelestis L-2. Convoy never showed, aborted after several minutes.

Repeated a third time with Verasi E-14. I also got the "leave group, create group" bug once, probably a hiccup. All three times, I never got an update after "Ok, lemon Lime. Leaving now"

Then took a Hive Skirmish mission to Sedina F-11. 5250 credits per kill!?! o_O; XP worked fine. I get messaged that the Sector is clear but there are more rustbuckets on the way even when the Leviathan is still remaining. FInished off the Levi after an hour and a half, got some nice XP and credits, mission ended. Overall the Hive is a-okay :)

ame back to Sedina L-2 to take an escort mission. Saw a convoy undock from the station so I know they work but why not the mission... I took a mission to Ukari L-14. Nada Again. Went to latos N-15, same problem.
Oct 26, 2006 momerath42 link
Thanks for the reports slime and moldy:) What happened that prevented the convoy from materializing for you, moldyman, is that by that point deliverator had spawned its maximum allowed bots (5000- to prevent run-away bot-creation fiascos). I need to tune the way the no-player convoys are started so that it doesn't get to that point. That and figure out why the roid-ring didn't show up. Preventing the more-bots-on-the-way message in the stronghold mission is simple. The npcs ignoring the Levi is actually intentional, though not permanently; npcs currently only pick on ships of their own size (makes border skirmish less sucky).

The good news is, even with too many bots, Deliverator was responsive this morning! I think we can have a stress test later today, and then put it in production tomorrow night!:)

The rewards in general need tuning, and the best source of fair numbers would be the players, I think. Given the various sources of xp, reputation and credits, how much per kill or unit time do you have to be making for the mission to be worthwhile (setting aside *fun* for a minute)?