Ok. What compelling reason is there for considering a proposal to remove the distinction between players and NPCs in this game?
I just told you that a few posts ago - you even responded directly to that post now you're asking the question again?
Ok. What compelling reason is there for considering a proposal to remove the distinction between players and NPCs in this game?
I just told you that a few posts ago - you even responded directly to that post now you're asking the question again?
Are you sure about that?
I would expect that NPCs sent specifically against a CMDR as a consequence of their actions could have their potency increased in relation to the "power" (as Sandro would put it) of their ship.
Which could easily be done with a simple list of player names in your instance (not your system, it doesn't show players in system it's in your instance).
Also, it's one of the most stupid ways to show off who is a target. People who don't PVP can't really get how to get around PVP issues and a huge mark over your head isn't one of them.
It's not a case of who distinguishes what. Just because everyone else does it so badly doesn't make it good game mechanics. Games that don't show your name tags?
Armed Assault Series
IL2
Falcon 4.0
Lock On
No doubt the DCS series
Janes Longbow
Enemy Engaged
Evochron Legacy (I think)
Etc,
Notice how the majority of these are flight sims? Even Arma has aircraft so there's plenty of games out there that don't show a marker above your head.
I did include the word "compelling" - and there is no compelling evidence to suggest that the removal of the hollow ID marker would improve the situation.
The marker is a double edged sword - it identifies all players to potential attackers and, at the same time, identifies potential attackers to all players.
Thanks for the list.
Seeing as you've been here as long as I have, right from the start, how are you not aware of the screams of rage even making the NPC's slightly harder caused? No, they won't make them harder.
That would mean them having to break into the code to make a specific type of OP ship which basically gives you boss battles in space. Great way to take the game..... Not only that, if we're now introducing Boss Battles to ED, then they're better be good loot drops for beating them.
I don't know how you can say that. Not being able to tell who is/isn't a commander is the most obvious and easy fix to stop ganking. Tell me, how many radar contacts are you going to scan before you give up on bothering to interdict? By the time you found a player (let's just say that a scan reveals a player), they would be so far away that you'd never catch them.
A few issues:-
Current wanted status/bounties - I'd suggest a broader more subtle approach is needed to rein in toxic activity (eg: toxic PvP)
Anarchy systems - Anarchy systems would remain ganking heaven. CMDR after CMDR destroyed in their exploration ships simply for the lolz, and not a single blemish on the assailant's record, and likewise not a single negative outcome... How is that condusive to the game?
IMHO there's a whole load of more "interesting" and subtle penalties that could be employed to penalise "illegal" destruction of other ships (CMDRs and NPCs!) - https://forums.frontier.co.uk/showt...-Reputation-quot-and-quot-Risk-Hot-Spots-quot
I don't know how you can say that. Not being able to tell who is/isn't a commander is the most obvious and easy fix to stop ganking. Tell me, how many radar contacts are you going to scan before you give up on bothering to interdict? By the time you found a player (let's just say that a scan reveals a player), they would be so far away that you'd never catch them.
So you agree that listing player names in an instance is the way forward? That removing the "Kill me I'm over here" markers is a good thing?
It would not stop ganking. It might make it more time consuming in terms of target selection but it would not stop it.
Nope.
I don't think you quite understand the mechanic. Tell me how you're going to target a specific commander with the removal of the identifier.
I was not referring to general NPC difficulty - just those sent specifically against a CMDR as a consequence - tailored to provide a suitable response to their actions - and probably as part of the karma system rather than Crime & Consequence.
I'd suspect that NPCs are already tailored to suit the player (in a single player instance) to some extent - if that is the case then tailoring based on a player's karma would also be possible.
Does ganking require the target to be specifically identified?
I don't think you quite understand the mechanic. Tell me how you're going to target a specific commander with the removal of the identifier.
Does ganking require the target to be specifically identified?
So oyu ignored the fact we're introducing boss battles now. Also, they can't change the BGS missions without it affecting the every mission - this is why Quince exists and when they nerf Robigo, it nerfed all missions.
Now if the AI are like that, how are they going to send a BOSS SHIP to you? Are we going to have a new rank called ELITE +1? If they tweak the code for any other rank, it affects every NPC.
That wasn't the question. If you're ganking you need to select a player. I don't know how you're going to manage that when you can't tell who's a player. You might get lucky, you might get AI. How would you know though? How many AI are you willing to shoot just to get a player occaisionally?
Correct me if I'm wrong, but I think you two are answering two different questions. If I'm right, Jex is saying that it would make it significantly harder (or even nigh on impossible) to target other players specifically, while Robert's pointing out that ganking "significantly tougher players picking on smaller ships) would still occur, even if it couldn't be ID'd as a player specifically.
That presupposes that all NPCs use the same presets.
NPC difficulty is a combination of the capability of the AI itself and the tools with which it can work - if the weapons on the tailored NPC ship were enhanced then the same AI would very probably pose a greater challenge to the player.
I don't expect, even if the hollow markers were to be removed, that we would be unable to scan a player to determine whether they were a player or not - harking back to the DDF discussion that Sandro initiated regarding a Pilots' Federation ID Transponder (that could be switched off).
Well as we're designing our system right here, we can presuppose what we like and what we would put in it![]()
I'd feel messing with security forces should mess with your karma, since they're special. Like us guys from the Pilots Federation.
Regular NPCs are schmucks who didn't make it in Pilot's Federation school, have no class, and are ruled by decision processes which begs for a little chlorine in the genepool. No one cares about them.
#someofthemdo![]()
#npclivesmatter