05-11-2012, 09:58 AM
Okay, I know that it's like a 10001th thread about NPCs at all but I feel like getting some ideas out. Generally it should be for good to generate some ideas and make some thoughts towards the place of the NPCs in our (real players) life.
The new mod have shown us some new features, including but not limiting with new NPC patrols'n'stuff. However it rises some points which should be cleaned up.
First is - what place NPCs are taking in the gameplay? We got a hundreds of real players here so I guess the whole idea is to promote player to player interactions. I may be wrong, but still. My opinion is that NPCs are just an environmental improvement for very those interactions. You know, trade ships passing around, few police thingies annoys you with their scan, some pesky pirates wants you to drop your 5000 ores, etc. That's nice and fancy since it gives a look of populated space (especially when NPCs don't rain down on your head from all directions which makes a look like the space is filled with various ships so you feel like in a bus in a rush hour). So that should be the NPC place - environment. But the trend is going straight to the point where NPCs are effectively replacing player to player interactions.
It's not a wise decision from my point of view since, well, what is this game about? It's basically a pews with some roll play involved to make pews more cool and atmospheric.
Second question leads up from the first question's answer: How many\How strong and how armed must be NPCs to fit in their role.
My answers for those questions are only few of many. Here are they.
First - NPCs, as I said before, are represents an environmental tool. So let them be as such. Currently NPCs are a annoying issue since they are powerful enough to ruin any p2p interaction.
Battleship patrols, cruiser patrols, gb patrols. They spawn a lot, and sometimes, in a places where they should not spawn at all. Like Bret BS patrols near the Cambridge hole in Leeds. It's like, freaking away from anything.
I know where all this "buff npc" thing comes from. Let's not voice it there as well since everyone know the answer.
But back to the NPC. My suggestion is to review the whole situation with p2p interaction idea of playing the online game.
So if they are an environmental tool, lets remake them to be as such.
First, (and it's the main issue) NPCs are utilizing the unlimited power cores. That gives them an ability to spray around indefinitely any weapon you give to them.
NPCs shouldn't be armed with weapons like player ships does. Mean battleship patrol should be using, from my pov, some weapons like BS pulses + special NPC turrets with not that much damage so they can't be an issue. De shielding is fine as it is. So the really good example of NPC armament is a docking ring which uses some turrets with low alpha damage and pulses. Stations are fine as well. So why not stationed battleships are armed as such? That's a mystery.
So.
BS: BS Pulses + Some generic turrets with around 4k damage and low refire.
Destroyers: Cruiser pulses + some generic turrets with around 2k damage and refire on around 2.0
Gbs: GB pulse + turrets with refire around 3.0 and low damage.
Same goes for stationed things like BSes, Destroyers, etc.
That will still make a look of a populated space without placing a bold dot on a p2p interaction.
Edit: Also I forgot about tweaking the npc spawn areas. Capital ships are ain't that many so they should not shown up in any corner of the the system. Make very few places where you can see them for a whole house, like an orbit of a capital planet. BSes spawning in 70k from any game object just in a middle of nowhere is stupid.
Suggestions, ideas, rage?
The new mod have shown us some new features, including but not limiting with new NPC patrols'n'stuff. However it rises some points which should be cleaned up.
First is - what place NPCs are taking in the gameplay? We got a hundreds of real players here so I guess the whole idea is to promote player to player interactions. I may be wrong, but still. My opinion is that NPCs are just an environmental improvement for very those interactions. You know, trade ships passing around, few police thingies annoys you with their scan, some pesky pirates wants you to drop your 5000 ores, etc. That's nice and fancy since it gives a look of populated space (especially when NPCs don't rain down on your head from all directions which makes a look like the space is filled with various ships so you feel like in a bus in a rush hour). So that should be the NPC place - environment. But the trend is going straight to the point where NPCs are effectively replacing player to player interactions.
It's not a wise decision from my point of view since, well, what is this game about? It's basically a pews with some roll play involved to make pews more cool and atmospheric.
Second question leads up from the first question's answer: How many\How strong and how armed must be NPCs to fit in their role.
My answers for those questions are only few of many. Here are they.
First - NPCs, as I said before, are represents an environmental tool. So let them be as such. Currently NPCs are a annoying issue since they are powerful enough to ruin any p2p interaction.
Battleship patrols, cruiser patrols, gb patrols. They spawn a lot, and sometimes, in a places where they should not spawn at all. Like Bret BS patrols near the Cambridge hole in Leeds. It's like, freaking away from anything.
I know where all this "buff npc" thing comes from. Let's not voice it there as well since everyone know the answer.
But back to the NPC. My suggestion is to review the whole situation with p2p interaction idea of playing the online game.
So if they are an environmental tool, lets remake them to be as such.
First, (and it's the main issue) NPCs are utilizing the unlimited power cores. That gives them an ability to spray around indefinitely any weapon you give to them.
NPCs shouldn't be armed with weapons like player ships does. Mean battleship patrol should be using, from my pov, some weapons like BS pulses + special NPC turrets with not that much damage so they can't be an issue. De shielding is fine as it is. So the really good example of NPC armament is a docking ring which uses some turrets with low alpha damage and pulses. Stations are fine as well. So why not stationed battleships are armed as such? That's a mystery.
So.
BS: BS Pulses + Some generic turrets with around 4k damage and low refire.
Destroyers: Cruiser pulses + some generic turrets with around 2k damage and refire on around 2.0
Gbs: GB pulse + turrets with refire around 3.0 and low damage.
Same goes for stationed things like BSes, Destroyers, etc.
That will still make a look of a populated space without placing a bold dot on a p2p interaction.
Edit: Also I forgot about tweaking the npc spawn areas. Capital ships are ain't that many so they should not shown up in any corner of the the system. Make very few places where you can see them for a whole house, like an orbit of a capital planet. BSes spawning in 70k from any game object just in a middle of nowhere is stupid.
Suggestions, ideas, rage?