Heh, shiny! I approve greatly of the inherent variation that we will see in game.
' Wrote:I can modify the shielding, armor, and weaponry of any NPC.
Can you modify how the ship handles? I'm just concerned about NPC 5k transports getting stuck at Jump Gates for an eternity; it helps if they can turn more sharply.
However, as somebody who hates to have 2345234234 npc titans on his tail in gamma, i'd personally really love re-balancing of npcs to some average level for everybody. Well, one day.
Wouldn't worry about the gunboats too much. True, they are small, but remember that NPC coding doesn't fire those guns continuously. Hide inside one of the less powerful arcs and you should be fine. I think Orcas would be more painful to PCs, especially bigger targets that trigger the forward gun. NPC Bottlenose? Couple of torpedoes does the trick. Does the trick for any NPC funboat.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:but bottlenose? its already OP when a player flys it with normal powercore
maybe use the orca?
Aet covered the other part. About the Orca, the Orca doesn't match the rest of the BHG line very well. It's similar, but it doesn't look like it matches in. The Bottlenose, however, is meant to be the actual GB of that specific line, so that is what is used. It's agility won't matter at all, considering how NPCs fly capital ships. Same goes for the Tridente. A GB/Cruiser's agility really isn't a factor when balancing NPCs. NPCs don't fly them like fighters, but like mobile weapon platforms. The front end isn't always aimed at the target. Check the Rogue and Molly GB patrols in Dublin and New York.