Forums » Suggestions
Pirate clan suggestions
Figure I'd make a thread about the new clans and what we do/don't like and think should be added.
My first suggestion is they should spawn in hours not days.
My first suggestion is they should spawn in hours not days.
errr, dunno. I feel that given their skill level that could be a little oppressive to travel...
Grey space is supposed to be dangerous. I'd say every few hours in a different grey system (helios to edras) .
since we're probably going to go find and kill them pretty quick hours is probably better but I'm sure it's days just incase they go crazy like the original unrats.
I bet once it seems like they wont go crazy they'll increase the frequency
I bet once it seems like they wont go crazy they'll increase the frequency
+1! I love to fight the bastards
+1 to hours. every 3 maybe?
+1 to respawning in a few hours.
We're going to try to change it (hopefully tonight), to re-spawn randomly between 8 and 16 hours, and see how that goes.
With some cool drops maybe?
-1 , theyre not dropping anything cool and if ur going to decrease time , remove pcb from them :P or make them drop something cool which will be used in upcoming capships manu ;P
Welcome to Gray space Pando! :)
But on a serious note, eh, I kind of like fighting them. It's a bit of a challenge, so if you slip up you can die pretty easily. Yeah, they are still AI and still fall for dumb stuff, but so do a lot of players ;)
Will they stack up like the old unrats? Time will tell I guess!
But on a serious note, eh, I kind of like fighting them. It's a bit of a challenge, so if you slip up you can die pretty easily. Yeah, they are still AI and still fall for dumb stuff, but so do a lot of players ;)
Will they stack up like the old unrats? Time will tell I guess!
Will they stack up like the old unrats? Time will tell I guess!
They are completely and totally unrelated to the old ones. Not the same code, or the same subsystem, or even written in the same language.
Not that they couldn't go crazy, it's always possible? But it's not really any more likely than any other NPC changes..
The 2-day "cool-down" before they returned was more to see how they integrated with players, and to acclimate people to the idea of increased grayspace risk on a more gradual basis.
Yes, drops and other things will come in time, but it was more than we could accomplish on Friday.
They are completely and totally unrelated to the old ones. Not the same code, or the same subsystem, or even written in the same language.
Not that they couldn't go crazy, it's always possible? But it's not really any more likely than any other NPC changes..
The 2-day "cool-down" before they returned was more to see how they integrated with players, and to acclimate people to the idea of increased grayspace risk on a more gradual basis.
Yes, drops and other things will come in time, but it was more than we could accomplish on Friday.
Heh heh, yeah, I am sure it is not the same code, but it was actually quite neat warping into a sector in a heavy-laden moth and only just managing to make it away from 100+ NPC's bearing down on you :) so wishful thinking that they will break the same!
I've been trying to keep space dangerous for 14(ish) years! But I am only 1 man, and right now a man with a broken left hand so all the help you can provide in doing this is welcome to me :)
I've been trying to keep space dangerous for 14(ish) years! But I am only 1 man, and right now a man with a broken left hand so all the help you can provide in doing this is welcome to me :)
but it was actually quite neat warping into a sector in a heavy-laden moth and only just managing to make it away from 100+ NPC's bearing down on you :)
So, I've actually been working on concepts for higher NPC counts. Part of the problem is improving sector daemon efficiency, so it doesn't churn up too much CPU on the server. But, there's always been a lot of cool gameplay options with larger NPC counts. It becomes a problem for player bandwidth, at some point; but it's still something I'm looking into.
Perhaps a "bug" won't be required, in that regard..
So, I've actually been working on concepts for higher NPC counts. Part of the problem is improving sector daemon efficiency, so it doesn't churn up too much CPU on the server. But, there's always been a lot of cool gameplay options with larger NPC counts. It becomes a problem for player bandwidth, at some point; but it's still something I'm looking into.
Perhaps a "bug" won't be required, in that regard..