[Update 2.1.03]More favourable to explorers(unless you have high combat rating)

The whole current NPC spawning system needs a rework.

There need to be (at least) 3 types of NPC spawns:
1) Location-based
2) Mission-based
3) Player-based


1) Location-based
These types of NPC spawn based on the current location and its state (High-security / low-security system, Anarchy / Democracy, Peace/war, normal space / HazRes, size of economy/population, etc etc).

There should be absolutely no other determining factor. How a given NPC then -reacts- to the presence of a player is a different matter; see below.

Your own fault if you enter a dangerous system without sufficient skill/equipment.

Now for location-based pirates, a (wing of) highly equipped pirates probably won't go after a low-class trader hauling a few tonnes of minerals. Likewise a low-rate pirate probably won't go after a well-equipped trader, even if they are hauling painite. Generally highly equipped pirates would only go after targets worth their while, and low-level pirates would go after easy pickings.

Basically they should have a risk/reward calculation, which takes in the cargo and the players' skill/equipment level.


2) Mission-based
The types and levels of NPCs spawned should ONLY depend on the mission type and its difficulty level. Your own fault if you accept a mission beyond your skill/equipment level.
However, being part of the mission, these types of NPC would always attempt a player interaction.

3) Player-based
These are the only NPCs which spawn based solely on the player's current state. I can't think of anything else right now, but bounty hunters fit this role. Their level would be primarily determined by the current bounty on the player (a high-level very well equipped bounty-hunter won't go after a low bounty whereas a low-level bounty-hunter won't commit suicide by going after a well-equipped target).


The basic premise is that, on the whole, a player can roughly gauge the level of likely encounters based on where they are and what they're doing.
Space will suddenly have distinguishable levels of danger. That group of Anarchy systems? Are you MAD to try to trade there without a fighter escort?? Yes, the station pays over-the-odds, but the odds of you making it are slim.
That Democracy? Oh yeah, no worries, but don't expect to make the biggest profit; they'll take some of it in taxes to pay for the system police ships.

Now you can go slow and steady and (mostly) safe, or take on high risks for high rewards.
 
Never tried combat, and now, I'm never going to.

Been out of the bubble for 4 months, and now I can think about returning.
 
- When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank

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If you get interdicted on the way back in to bubble the NPC will not be higher than your combat rating, unless you are Elite in Exploration or Trading. Then the NPC can be 1 level higher than your combat rating.

These two statements don't seem to tally - you don't have to be Elite in Exploration or Trading to encounter "your Combat Rating + 1" NPCs, you just need to have a higher combat/trade rank than combat.

Overall though, it still leaves me wondering what happens to combat pilots who go exploring/trading. Will they still encounter high-level combat pilots, with no effective way to defend themselves?
 
I only did combat (bounty hunting) to buy an ASP. A lot of that "combat" was teaming up with other NPCs or going after easy prey in my Vulture.
I only did it for money, I am 100% an Explorer, no interest in space combat.
I've been in Elite for 6 months and spent the last 5 of those 6 exploring. I've also not done any fighting post 2.1/1.6.

My Combat rank is far too high for me.
 
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Overall though, it still leaves me wondering what happens to combat pilots who go exploring/trading. Will they still encounter high-level combat pilots, with no effective way to defend themselves?

I would assume so. If you're flying around broadcasting your Elite combat ranking (which I don't think you can not do, since we see all the NPCs we should assume they see ours) then you need to be prepared for people who're going to fly up going "oh yeah? think you're hard do you, Mr Elite? I'll show you" and prepare accordingly to be able to answer that challenge or conduct a successful Brave Sir Robin manoeuvre in whatever you fly.
 
This should mean you could get interdicted by a similarly ranked NPC (your combat rank or rank+1 if you're elite in trade or exploration) , but that is only the upper limit, so more likely than not it could be a lesser ranked NPC .

Quote : Originally Posted by Michael Brookes
It's a distribution, but the upper bound is tied to your combat rank for interdictions. This doesn't affect normal ambient traffic, which is determined by the systems various factors. Missions are also able to apply overrides to NPC ranks.
 
Remember, if you're an explorer concerned about a safe return to the bubble, there's always the Iridium Wing escort service. I've never used them myself, but their rep is rock-solid.
 
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I think you all may be misinterpreting the patch notes. Nowhere does it say that NPCs will only be the same rank as you + or - one rank.
It says that it uses the players combat rank to determine the NPC combat rank, but it doesn't say HOW it determines the NPC combat rank.

It also goes on to say that the disparity between your rank and the NPC rank will be higher in low security and anarchy systems.
So even if the NPC is only 1 rank higher than you in a high security system, it could be three ranks higher in an anarchy system.

My take is that the method of determining the NPC rank has not changed, only that the formula now takes your combat rank instead of your highest PF rank.
And it could be even worse than before in low security and anarchy systems.

In any case, it is now in the explorers best interest to keep their combat rank as low as possible which means avoiding combat whenever possible.
 
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