(09-22-2021, 07:33 PM)LuckyOne Wrote: As much as people deny it NPCs are still part of the RP environment of the game. There's nothing less immersive (except maybe Ivan452 going on a full OORP rant) than a swarm of NPCs trying to "attack" a player wielding pea shooters. RP is not only what players type but their actions too. In-RP it's perfectly sensible for a player under attack to move to an area with a bigger presence of friendly forces.
An ideal techical solution would be to somehow figure out how to trigger the "move to waypoint" game state that is currently triggered when a player accepts a mission through the console. If I remember correctly that state makes ambience NPCs turn neutral to the player.
Even then it would be a bit pointless to have NPCs as most of the people would disable them so maybe it should only work if there are multiple players nearby, or simply make it cost credits as yet another money sink.
In a lack of a better solution people just need to learn to deal with it, and systems need to learn to give PVPers zones where they can PvP with minimal interference.
NPCs are important, and I agree that they are part of the RP and immersion experience. But, there are times where you want to focus on the RP with a hostile or friendly and not have to worry about NPC's. I've done RP where a hostile and I flew to the far corner of a system to talk and, guess what, there are NPCs there.
An alternative is to go to Conn, but then that's an immersion break there. Another alternative is to have NPC's of different levels. Have caps spawn in with stronger NPC's around hub areas and have the paper NPC's spawn in everywhere else?
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