tradelanes

There are 5 replies in this Thread. The last Post () by Kermit.

  • out of interest could someone explain why npc,s consistantly shoot at tradelanes shutting them down till they regenerate. then leave.in frustration especially large ships what do,s this actually achieve in purpose. maybe if they shoot at it so they can attack anything that got caught you could understand ,but nothing there both before or after to me is senceless. :thumbdown:

  • They are catching to them hostile npcs using that TL. A part of life in universe around ... space will look definitelly much more empty without local npcs, shoting tls is part of their activities :)

  • They are catching to them hostile npcs using that TL. A part of life in universe around ... space will look definitelly much more empty without local npcs, shoting tls is part of their activities :)


    wishing not to be offensive realizing they are a part of the universe like all things. attacking other faction protecting mining and other roles thats right i can understand and attack them if podding all these sure mf but tls as again if they were attacking the ships caught sure but not just attack tls with nothing around or in the an unactivated state and leave again senseless sorry. just one person view.

  • they only attack other ships if they are hostile
    but tradelane disruption always happens


    you cant tell which faction a ship +10k away has
    npcs simply disrupt...
    if hostile ships are there -> attack
    if not hostile -> "have a nice flight"

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  • TLDR:
    --I would love to see pirate factions get cruisers/battleships/gunboats to take on the might of the House Systems; the plans are 'public' now so it should make sense.
    --AI constantly spawn inside minefields and run into minefields and run into planets. Suiciding NPCs is funny but gets old after awhile and breaks immersion.


    Original Post:
    Tradelane disruptions are necessary for pirates to do their thing in this mod (and in Vanilla).
    I was at Manhatten and saw 10+ battleships/capships flying around and also saw many of them flying around where pirates normally would be located.


    It does make sense from a storyline standpoint (many more ships because Nomad threat returns, etc) and the plans are now public so anyone friendly enough can go buy a battleship.


    But wierdly enough it seems pirates haven't been able to create a manufacturing facility to create their own versions of these ships.
    I kinda get how difficult it would be if a player in NY was stopped by a fleet of pirate battleships and completely obliterated.


    Also the AI navigation in this mod is quite sub-par in certain cases. I constantly see Rhineland and Liberty battleships at Manhatten just running into the planet and blowing up (happens in StorySP and OpenSP modes too). Sometimes I undock from Manhatten and there's a bunch of them doing suicides. This is also an issue near the minefield in the Custodian system. NPCs randomly spawn near you but inside the minefield.


    When the admins get time, maybe they can look into a cleanup of the AI spawnpoints so they aren't spawning inside minefields and not running into the planets to suicide.
    It is funny though, but sorta breaks immersion.


    As for pirate factions getting their own high-end cruisers/battleships/gunboats, that is a possibility that could be explored but preferably it should only happen OUTSIDE of the 4 major house systems. Aka only in Border/Edge/Independant Systems and only on the MP server (aka disabled in Story-SP mode). Not sure about it being enabled in OpenSP but worth a shot.