It's a miracle! NPC instantly gains 100% health AND shields after waking away 10 seconds earlier!

Yes this is an old issue with mission NPCs. Your challenge, should you choose to accept it, kill the NPC before he can escape. Or kill his drives so he can't escape. That is my SOP when hunting one of these SOBs. As soon as shields drop, target drives with packhounds or seeker missiles.
 
Actualy interdictions have become a real nuisance now, I used to like them.
They interdict you, jump out the second they get damage only to interdict you again twenty seconds later with the same outcome when you don't manage to kill them soon enough.
Oh yeah and after those twenty seconds they're back to full health too, realy annoying and dumb.
 
Calm down OP. Programming is hard, and CPUs have a limited number of registers. You can't expect the game to track complex variables like hull and module health.

This is nothing to be with programming but a persistent universe, looks like FD dont have enough memory space and bandwith to keep alive the NPC.
 
This is nothing to be with programming but a persistent universe, looks like FD dont have enough memory space and bandwith to keep alive the NPC.

No they do have enough memory because if I had had a wake scanner and gone wherever the NPC went, I'd see him with ~23% hull and no shields. It's just lazy programming on FD's part that respawns the NPC in the same system fully healed. It's not the end of the world though because there are lots of games any of us could be playing that have ironed out the bugs after 4+ years.

I think the bigger issue is FD not hiring top programming talent. The issues in the game are intern-level mistakes (and I've seen lots of intern-level IT configuration errors so I'm pretty sure game development is no different).
 
On topic: The frustrating part is that it actually used to work in some cases. I believe the bug is more than 3 years old.
 
I watched a Python I was shooting at in the CG Low Activity CZ. As I ground him down from 100% to 68%, his strength suddenly jumped up to 72 % again !.

Watching closely, I've seen it happen on other ships at the CZ. Most of the time it's not noticeable because you are too busy firing at the thing. But it seems to be quite frequent lately.
 
eeealy getting tired of the all the lousy coding in this game. NPC returns to continue his attack on me after losing most its hull and high-waking, but now totally healed and shields recharged after......oh about 15 seconds.

Completely agree. This is annoying.
This is something that should be addressed asap.
When an NPC jumps it should retain its properties from before the jump.
 
This is nothing to be with programming but a persistent universe, looks like FD dont have enough memory space and bandwith to keep alive the NPC.

This has everything to do with programming. All they need to do is add one variable: IF NPC decides to flee, THEN NPC flees and doesn't return. It makes absolutely no sense that he'd try again after getting his can handed to him the first time.
 
Agreed, OP. This is an annoying issue that should have been addressed some time ago. A related issue are ships in distress that change type when you return with aid. No persistence. The game is random when it should be persistent and persistent when it should be random. 😂
 
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This is the one "new" thing that bugs the hell out of me too.

I had an anaconda down to about 4% hull, admittedly it was running and at the edge of range, but jumped out and re-appeared as soon as I was back in supercruise, 100% everything.


Grrr.
 
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