03-03-2014, 07:13 AM
It is foolish to think that in today's server day and age, there's just always a relevant ally standing by to save/help your ass whenever you meet a red. Because there isn't. Player count is too damn low anytime that is not peak hours.
So I'm thinking, and this mostly applies to zoners ("u are supposed to rely on diplomacy instead of big gunz lol") but also other factions with allies as well - a nice catalogue of npc sos calls you can make for a fee.
How this would work:
1. Select target
2. Call it in with
/SOS [npc type]
possible npc types: LF to GBs, perhaps cruisers if you pay a premium?
3. Wait for the cavalry
4. Designate new targets for existing cavalry by selecting and
/tsos
(can also target subsystems)
"but how will you make this balanced?" you ask constructively.
Several possible restrictions:
1. Price - The main limitation so that you won't call in an sos rescue/backup force unless absolutely necessary because you value your non-refundable space bucks. Which like ship price, cost exponentially more the more powerful the npc is.
2. System Message - So that everybody will know you called for backup at a location so that they could either send in more forces to overpower it or disengage before they get raped.
3. Delay - Depending on npc's you're summoning, there will be a delay from 10 seconds to 2 minutes, plenty of time for you to get killed or resolve the situation some other way.
4. RP - you can't call in outcasts out of their zoi, you can't call in LN in Ile-De-France, you can't call ships near their enemy's pobs and bases etc.
5. Time limit - If your NPC buddies survive the fight, they won't stay with you forever, and instead warp out (ie. jump/disappear) after say 15 minutes so you'll have to call them in again if you want continued protection
6. NPC mining - The loot on the NPCs will always be less costly than it is to warp them in, so you can't shoot them profitably
7. Server pop - SOS feature is disabled when server pop>100. Solves lagging.
8. Server Rules - if your SOS is oorp, you will be reported.
9. Will not attack npc transports for you (It probably won't be profitable anyway)
10. IFF - With obvious exceptions, the cavalry will attack neutral and hostile IDs, but not friendlies.
11. Rep effects - Since the npcs are proxy being commanded by you, you will lose/gain rep at half the rate of if you did the direty work yourself
12. Missions - you could call npcs in, but again it probably wouldn't be profitable
13. Rep with the npc - to call in a faction's sos you must be at least positive-neutral with them, or just neutral with them depending on the faction
14. You can't order an npc to stand down if the player in the region is of a hostile ID to the npc.
Aside from SOS calls, I would also like it if ships with carrier bays could carry an npc ship (maximum bomber/vhf) in each of their carrier bays that they can hire/buy for 20% of the normal ship + equipment price (customizable loadout unlike sos ships but priced accordingly and non lootable ofc. Also you can only hire an osprey at a base that sells ospreys, you can only arm it with debs in a base that sells debs etc), deploy when there's enemies, command by designating targets (designating yourself = enter formation) and dock again and automatically repair if the npc somehow survives.
These would probably have slacker rules restrictions as the ships are yours, so probably they will be deployable until the server reaches a pop of 150 or something, whereas you will either have to dock them or give them up.
And since they're your dudes, they won't have the time limit. but since they're freighter or fighters/bombers they probably won't last very long in combat anyways
And of course there is the argument that this server is not PvE and somehow having npc summoning would diminish the rp? I dunno, because I guess a ship who supposedly has diplomacy sending out an sos and not getting answered just because allies are not online is a bit oorp as well.
Thoughts?
edit: also I think npc spawning was mentioned somewhere else, not sure how well the feature could be developed if it were to be.
So I'm thinking, and this mostly applies to zoners ("u are supposed to rely on diplomacy instead of big gunz lol") but also other factions with allies as well - a nice catalogue of npc sos calls you can make for a fee.
How this would work:
1. Select target
2. Call it in with
/SOS [npc type]
possible npc types: LF to GBs, perhaps cruisers if you pay a premium?
3. Wait for the cavalry
4. Designate new targets for existing cavalry by selecting and
/tsos
(can also target subsystems)
"but how will you make this balanced?" you ask constructively.
Several possible restrictions:
1. Price - The main limitation so that you won't call in an sos rescue/backup force unless absolutely necessary because you value your non-refundable space bucks. Which like ship price, cost exponentially more the more powerful the npc is.
2. System Message - So that everybody will know you called for backup at a location so that they could either send in more forces to overpower it or disengage before they get raped.
3. Delay - Depending on npc's you're summoning, there will be a delay from 10 seconds to 2 minutes, plenty of time for you to get killed or resolve the situation some other way.
4. RP - you can't call in outcasts out of their zoi, you can't call in LN in Ile-De-France, you can't call ships near their enemy's pobs and bases etc.
5. Time limit - If your NPC buddies survive the fight, they won't stay with you forever, and instead warp out (ie. jump/disappear) after say 15 minutes so you'll have to call them in again if you want continued protection
6. NPC mining - The loot on the NPCs will always be less costly than it is to warp them in, so you can't shoot them profitably
7. Server pop - SOS feature is disabled when server pop>100. Solves lagging.
8. Server Rules - if your SOS is oorp, you will be reported.
9. Will not attack npc transports for you (It probably won't be profitable anyway)
10. IFF - With obvious exceptions, the cavalry will attack neutral and hostile IDs, but not friendlies.
11. Rep effects - Since the npcs are proxy being commanded by you, you will lose/gain rep at half the rate of if you did the direty work yourself
12. Missions - you could call npcs in, but again it probably wouldn't be profitable
13. Rep with the npc - to call in a faction's sos you must be at least positive-neutral with them, or just neutral with them depending on the faction
14. You can't order an npc to stand down if the player in the region is of a hostile ID to the npc.
Aside from SOS calls, I would also like it if ships with carrier bays could carry an npc ship (maximum bomber/vhf) in each of their carrier bays that they can hire/buy for 20% of the normal ship + equipment price (customizable loadout unlike sos ships but priced accordingly and non lootable ofc. Also you can only hire an osprey at a base that sells ospreys, you can only arm it with debs in a base that sells debs etc), deploy when there's enemies, command by designating targets (designating yourself = enter formation) and dock again and automatically repair if the npc somehow survives.
These would probably have slacker rules restrictions as the ships are yours, so probably they will be deployable until the server reaches a pop of 150 or something, whereas you will either have to dock them or give them up.
And since they're your dudes, they won't have the time limit. but since they're freighter or fighters/bombers they probably won't last very long in combat anyways
And of course there is the argument that this server is not PvE and somehow having npc summoning would diminish the rp? I dunno, because I guess a ship who supposedly has diplomacy sending out an sos and not getting answered just because allies are not online is a bit oorp as well.
Thoughts?
edit: also I think npc spawning was mentioned somewhere else, not sure how well the feature could be developed if it were to be.