Posts: 3,116
Threads: 97
Joined: May 2012
Staff roles: Balance Dev
(06-26-2014, 04:59 PM)Snak3 Wrote: These Gunboat patrols are excellent repellent-agent against retarded pirates who keep shooting everyone nearby lawful stations.
Because there aren't any lawfuls that get into a fight 50k away from their stations and dodge/feed their way to these stations when things get hairy.
(06-26-2014, 05:04 PM)Lythrilux Wrote: Meh, This server is about PvP, not PvE.
RP*
Well, generally people should be interacting with other players. This is a multilayer server, people should be doing things with others, not NPCs. And furthermore not taking advantage of NPCs to ruin the fun of an interaction.
Give NPCs everything which is used by players. NPC fighter=player, except armor upgrades (maybe only for guard systems and nomads) This will make NPCs respected, not like now (lol patrol incoming hehehe etc)
User was banned for: Requested
Time left: (Permanent)
The only thing that needs to be fixed in GBs in my opinion is thrusters. Id like to see NPC capships lose their thrusters so everyone could just run away from them.
Remove their CDs or not? I dont know. On one hand having ability to CD intruder in guard systems are good for NPC defendons. On other side its yet another power for already good enough NPCs.
This is used as an escape mechanism not only by traders, but by snubs who get in a fight and then try to run away when they are on the loosing end. See an allied NPC patrol nearby while fighting an hostile? Just hug the patrol or run to a place where they spawn.
Removing just cd, would not make that much of a difference, since, traders/caps who wish to pass through hostile territory dodging everything, are the only ones who are benefited from this. Snubs are not really affected, since even though they get cd'ed, they are fast enough to dodge NPC gbs.
NPC gbs should be specific to just select systems, far away from core house spaces, where there is not much PvP, interaction and other things which involve player player meeting. They should be there to fill the emptyness of certain systems (systems where traders travel alone, bypass systems, and guard systems), and not to interrupt player interaction in core house spaces and the hubs of server population.