Forums » Suggestions
Hive/Unrat sector anti capital ship Strike Force.
Based on some of the comments in this other suggestion thread (https://vendetta-online.com/x/msgboard/3/39198#432510) , I am suggesting a Hive Strike force/Unrat Strike Force mechanic (called the HSF for the rest of the suggestion). The HSF will be dispatched whenever a player capital ship is detected in a Critical/Central/unrat capital ship sector. Each player capship will get its own HSF/URSF chasing it.
The HSF will consist of a mob of Milanar/Arklan guardians. At least one will be shielded. There may also be a modified Aerna Seeker. Said seeker's explosive charge will be based off of avalon torpedo tech.
The URSF will consist of Convoy moths with PCB Raptors mixed in.
Once a wave of HSF/URSF is destroyed, another will be dispatched after some random period of time. This latent period allows the player some relative peace to proceed with their mission.
The HSF/URSF is not tethered, and may have unlimited detection range to detect a player capship.
The HSF/URSF ships should have increased velocities.
Once the player capital ship leaves the sector, the HSF/URSF will also jump out.
Why this is needed: As mentioned in the comments of the other suggestion, current mechanics are in place to prevent game NPCs from being pulled out from the central area of a mission. The side effect of this mechanic, is that player capital ships can stay at the outer range of the teather and kill the NPCs with almost 100% safety.
The SF mechanic will not fully eliminate this issue, but it will make things more difficult.
The HSF will consist of a mob of Milanar/Arklan guardians. At least one will be shielded. There may also be a modified Aerna Seeker. Said seeker's explosive charge will be based off of avalon torpedo tech.
The URSF will consist of Convoy moths with PCB Raptors mixed in.
Once a wave of HSF/URSF is destroyed, another will be dispatched after some random period of time. This latent period allows the player some relative peace to proceed with their mission.
The HSF/URSF is not tethered, and may have unlimited detection range to detect a player capship.
The HSF/URSF ships should have increased velocities.
Once the player capital ship leaves the sector, the HSF/URSF will also jump out.
Why this is needed: As mentioned in the comments of the other suggestion, current mechanics are in place to prevent game NPCs from being pulled out from the central area of a mission. The side effect of this mechanic, is that player capital ships can stay at the outer range of the teather and kill the NPCs with almost 100% safety.
The SF mechanic will not fully eliminate this issue, but it will make things more difficult.
Yep this makes plenty of sense; another good solution to unrats & large hive being too easy for capship pilots.
I'd rather see dedicated bombing npc's like suicide rags with screamers & sunflare than convoy moths. (Behemoths shouldn't be such a deadly weapon capitol weapon platform it's currently... a lil silly, id rather see npc UDV's with capgauss or better yet a ragnarok with 3 large ports that spams stingrays at player capships.
I'd rather see dedicated bombing npc's like suicide rags with screamers & sunflare than convoy moths. (Behemoths shouldn't be such a deadly weapon capitol weapon platform it's currently... a lil silly, id rather see npc UDV's with capgauss or better yet a ragnarok with 3 large ports that spams stingrays at player capships.
Thanks, I understand the idea and I'll give it consideration.
As I mentioned in my other response, rather than making a super-specific solution that only applies to the unrats & hive, I would rather improve "generalized defensive behaviour" so it's useful across future Mission and Persistent Event content.
But, I'll see what shakes out and proves feasible in the available development time. It might be something like this, it might not, or we might start out with one type of solution and then try to migrate to another.
As I mentioned in my other response, rather than making a super-specific solution that only applies to the unrats & hive, I would rather improve "generalized defensive behaviour" so it's useful across future Mission and Persistent Event content.
But, I'll see what shakes out and proves feasible in the available development time. It might be something like this, it might not, or we might start out with one type of solution and then try to migrate to another.
Yeah they should just get rid of capships altogether. I mean why have a asset that takes a lot of effort to build, be useful in any way at all? Oh yeah I forgot we're supposed to recruit from that massive pool of players to help us down that Levi. Wait a minute...... nevermind. LOL