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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Cap Ship Patrols

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Poll: Cap Ship patrols, turned down?
You do not have permission to vote in this poll.
Yes, take them down a bit
12.24%
6 12.24%
Yes, take them down ALOT
20.41%
10 20.41%
No, leave them as is
32.65%
16 32.65%
Turn em up!
34.69%
17 34.69%
Total 49 vote(s) 100%
* You voted for this item. [Show Results]

Pages (2): « Previous 1 2
Cap Ship Patrols
Offline Capt. Henry Morgan
06-23-2010, 03:58 AM,
#11
Natio Octavarium
Posts: 1,739
Threads: 160
Joined: Feb 2008

Cap spawns aren't really a problem. I've never seen one spawn in an unexpected location, and they're dead easy to escape from. Other that the planetdiving and distance/visibility issue, those NPCs are fine as-is.

The real problem is the fact that NPC fighters have CDs and that CMs are nearly ineffective (and completely ineffective against players). Getting disrupted more often than you can count and using up all 70 CMs to no avail, all to get to an RP several system away while being chased by 24,863 hostile NPCs is not fun. That's not quite the point of the thread, however.

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Offline Jeremy Hunter
06-23-2010, 04:03 AM,
#12
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

Give the Order cap patrols, and I'll be happy.

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Offline mjolnir
06-23-2010, 09:05 AM,
#13
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Only area where they can "pop up" in open space without you taking a mission is Omicron Delta... and nomad systems.



' Wrote:I think all NPC capital ships need to have their loadouts changed to full primary/secondary turrets - no razors, pulses, mortars, missiles, etc. etc.

This is mainly due to the fact that right now you can be shot at by invisible NPC capships, because they've got 3-4k weapon range on those 'heavy' weapons, but only show up visibly on your screen at 2k distance.

Funnily enough BS primaries have over 2k range. Razors have not, no free flying NPC capships have mortars.

So the invisible fire comes from BS primaries and you want more of those?

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Offline Wayner2ll
06-23-2010, 09:14 AM,
#14
Member
Posts: 37
Threads: 12
Joined: Jan 2010

I also agree with Tenacity and I think they should be more.
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Offline Ceoran
06-23-2010, 09:16 AM,
#15
Member
Posts: 1,867
Threads: 34
Joined: Sep 2008

' Wrote:I think all NPC capital ships need to have their loadouts changed to full primary/secondary turrets - no razors, pulses, mortars, missiles, etc. etc.

This is mainly due to the fact that right now you can be shot at by invisible NPC capships, because they've got 3-4k weapon range on those 'heavy' weapons, but only show up visibly on your screen at 2k distance.

I disagree. This very fact makes it harder for pirates to camp planets and bases.

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Offline Rudo
06-23-2010, 09:22 AM,
#16
Member
Posts: 1,411
Threads: 55
Joined: Jul 2008

' Wrote:So the invisible fire comes from BS primaries and you want more of those?

Okay, less. Replace them with Mortars.

Maybe edit the mortar to have a 3.03 refire.

Really, I just think it's hilarious when people get killed by patrols that aren't me. Maybe they should be toned down a bit.

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Offline Heraklion
06-23-2010, 10:26 AM,
#17
Member
Posts: 773
Threads: 78
Joined: Oct 2009

Yes, take them down! All they do is crash onto the planet and cause damage to the inhabitants.

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