This thread is to report NPCs with a loadout that's too strong for where they should be. Present examples:
Todo:
- Gallia: All NPC snubs are at their highest loadout. Mainly because they don't -have- other loadouts, which needs to be corrected...
- IMG: Manaslu and Lhotse loadouts are too powerful for their respective levels, these may need tuning
Handled:
- Omega 49/Dublin hole: NPCs are too strong and too numerous. Reduced level of the Corsair and BH NPCs in O49 to 16 like the Zoners are. Also put a limitation on the amount of encounters that can be active at one point in the area.
If there are any other locations where specific NPCs appear more powerful then others, please note them here.
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.
Dont know if this remark goes to this thread, but there are BAF npcs near freeport 1. Dont know if freeport 6 or Magellan or Bering freeport have same problem. There should be no military npcs at all.
I wanna have a resting place where they dont poke nose into, and can park vessel in front and commune with passing ships. Actually 3k away circle from freeports i would ban BHG and Criminal npcs not to spawn. Only zoners, IMG and house shippers to pass . That is enough variety to fulfill Aerelm point of space not feeling emty, and allow some little pockets of pure RPing for whatever deals and agreements to take place beetwen players.
Remove possible problematic npcs 3k from freeports not to spawn. FP is no fire zone in RP there is a point.
Echo: I wouldn't consider that a bug. Bretonia has been putting political pressure on the FP1 area for years, and now that Sprague is becoming an important colony to house an influx of refugees from Leeds, they have practically annexed the western half of Omega-3.
Remove possible problematic npcs 3k from freeports not to spawn. FP is no fire zone in RP there is a point.
Echo: I wouldn't consider that a bug. Bretonia has been putting political pressure on the FP1 area for years, and now that Sprague is becoming an important colony to house an influx of refugees from Leeds, they have practically annexed the western half of Omega-3.
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I know that , but if we extrapolate it Curacao treaty means militaries of both liberty and bretonia can patrol freeport. Treaty of Betlehem says similar for Kepler and Bering , o7 Rheinland parked its BS near freistadt (free city trnsalted in german)
Then freeports , are just ports , not any freedom to hide left except paper. I can withstand RP consequences of that, but even in RP 5k no fire zone iz obeyed . IF live players can obey it , why lifeless bots should enjoy privilege to shoot around.
Can zoner adress in RP BAF for instance to complain about Their patrols firing near freeport , and warn that they will shoot every vessel who break no fire zone?
At least lower spawning rate and difficulty of npcs around. There is bot war around freeeport 1 for instance in same intensity as everywhere in the system. That is not logicall at all , espaecially from your point of initiall lore which you refer to.
All Jump Gates I've experienced hit like trucks with their weapons now. My transport shields go from 50,000 to 0 in 3 shots from them. Maybe half their power? because I guarantee if any fighter ships go near them and accidentally get hit, they're going to die -very- quickly.
I also noticed Trade Lane guns don't shoot at me anymore, before they did maybe 1-5 damage (mosquito damage really...) But maybe you could make them do about 200 a shot to hostiles at least? If not, I'm also fine with the lane turrets being offline too.
The issue with the mentioned freeports is that the house influence is encroaching on them. To be honest, I contemplated BAF gunboat patrols around FP1 to curb pirates using it as a staging base, or doing piracy right in front of it. Overt piracy out of the freeport would cause Bretonia to come down on it like a ton of bricks... They don't need that kind of trouble behind their lines.
@Siegfried: Why are you approaching or using jumpgates that are hostile to you in the first place...? They do have rather heavy pulse weaponry, to discourage capital ships from camping in front of them. Their direct hullbusting firepower is limited.
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.
With 40 or so players on the server, as a pirate fighter/bomber, the game is unplayable.
Pirating along a trade lane brought ~10 hostile NPCs in under two minutes and the numbers were climbing rapidly. I had to get on to killing them because hull damage was imminent.
If this is to continue, I guess we should all pirate in cruisers with a simple demand and ready to open fire two seconds later.
Not to mention the strain it's going to have on players not lucky enough to have a good/stable connection.
Where this has happened: New York, New Berlin, Shikoku, Cambridge, Omega 3, Anjou.
I guess it's a server wide issue. Downsizing the numbers of the NPCs is what I'd propose as a solution.
(09-23-2013, 06:52 PM)Zayne Carrick Wrote: Space is dangerous place, don't sit on one place.
NPCs are supposed to harass remaining players, because there's often no players on other side.
I took a level 29 fighter mission from the farmer base in kusari - the npc hull regen rate is really high, as in turn the corner and their hull is back up to strength. sheild regen time is around 3 seconds too.