Difficult missions will migrate away from the Outcast/Corsair home systems, and go into systems like Omicron Eta, Sigma 13, Omega 47... maybe Omega 5. Haven't done a full evaluation of base-to-mission assignments yet.
Dev update:
Real life's been keeping me quite busy and I have not been able to commit much time to devving the past week. I don't expect this to improve before the end of the year. People who've asked me to check things for them: Sorry, no time to do so. I only get bits and scraps of time and can't focus on anything, which annoys the crap out of me. I've only been able to do smaller tasks, such as evaluating which ships get sold where: http://discoverygc.com/forums/showthread.php?tid=91331
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.
in regards to missions, you might want to take a look at some of the capital missions (in Orkney specifically) that tend to put NPC battleships inside asteroid fields where they don't fit and can ram each other, the player ship and the surrounding asteroids to the point of my system choking up and everything freezing on screen. This goes for Outcast missions as well as GRN missions inside the asteroid field where the IMG base is.
Also I noticed some of the movement patterns for enemy cap npcs on missions are problematic. In Dauphine there are GRN missions (inside the asteroid field where Montelimar and Grenoble are located) where the Council battleships merrily fly out of the mission zone. I have failed missions there several times because I had to follow the battleships and not having enough time to turn around my Valor and get inside the mission area again.
What I really wanted to ask though, which probably doesn't belong here maybe, is what is going to happen to the Sarissa in 4.87. I remember a thread where you agreed it could do with a size-reduction (its the same size as Ranseur but have poorer stats than Jorm and Libdread plus the elongated shape makes it just as bad as the rannie for fighting snubs).
We'll see. It's difficult to prevent that from happening since the level of the mission determines what ships we spawn. Would mean high level space battles only occur out in the open. Kinda dull that.
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.
I see. But as it is now we have the opposite situation: There's a few GRN missions (those vs. council and oc cruiser swarms) in open space, but I haven't seen any missions with Council BS NPCs outside of the asteroid field. As for the Outcast capmissions in Orkney, they exclusively take place within the asteroid field surrounding Kirkwall. So there are few (if any) BS missions in open space in Orkney.
It does create some hickups because of everything being jam-packed (quite often you will find a group of Council BS's clipping one another too), when the giant ships and asteroids start bumping extensively, it sometimes freezes up the PC so badly that ctrl+alt+delete is the only way out of it (it shouldn't be an issue with weak hardware my side, I got an i5 with a geforce 2 gig card), or if I'm lucky I will regain control of my ship only to find out that I've been bumped 10-15 K out of the mission area and mission control is very disappointed with me.
For me it wouldn't be more dull with less buggy behaviour - or at least have a 50/50 split so there actually are some missions in open space for those who do not like to be bugged out. Also I am not sure if I am posting in the right thread so please bear with me if I am not
(12-19-2012, 08:56 PM)Swallow Wrote: Making bases more complex is a great thing.
Actually, I only added some 5 or so solars to that mix. Rest is just repositioning and changing some things around. FL Mod Studio is awesome for positioning compound bases...
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.
(12-19-2012, 08:56 PM)Swallow Wrote: Making bases more complex is a great thing.
Actually, I only added some 5 or so solars to that mix. Rest is just repositioning and changing somthings around. FL Mod Studio is awesome for positioning compound bases...
I like what you've done there. Don't forget to remove the giant rectangular prism of doom from Alster while you're at it.
By the way, I did volunteer to do similar work earlier. Offer still stands - making vanilla bases more interesting.