NPC patrol and mission loadouts are different than player loadouts Morgan, we could setup a Spyglass NPC for a mission that had its appropriate scanner mounted I believe.
I totally agree. Wilds sport some insane mounts, and they just don't drop em.
Make Codes lootable, armor upgrades now and then (no Mk8s or anything), maybe even higher level scanners and thrusters.
And we need battleship killing missions that state "Destroy the Battleship". Is that possible? Now we've got: Destroy All Enemies. Destroy the Loot, Capture Leader etc. Can we add a new mission type that specifically states there will be cap ships to destroy? Would be nice.
Seriously though: Make -mission- capital ships drop the big guns. Only if you're in a cap too, of course. Fighters get guns from drops, let caps get them too.
I know Void has scanner drops and such even in low level combat. Would that hurt much? Might make destroying advanced ships like Guardians and Wraths worthwhile.
Hopefully we get some of these changes before the release...
Transports, trains and those other large cargo ships ... should be dropping more cargo upon destruction.
It's unfair to the small freighters, from which you loot all their cargo if you blow them up. for the bigger ones, well, you get nowhere near enough half.
I don't know how the coding exactly works in this case, but I'd like to. Feel free to point me in the appropriate direction.
2)
Sure, make NPCs how much tough you want in the outer systems but please.... no more Freelancers!
They can really ruin a pirate's day when you have to shoot BHs all your life ... and the Freelancer faction turns mad at you just because of it ... I mean, when 4 of them show at Beaumont and all you want is to have a friendly talk with a local Junker or sell him your stolen cargo ...