A little rant (NPC ships, mostly)

A little rant.

I like ED a lot, and have put hundreds of hours into it. I always see people bemoaning the lack of story updates in the patches, but I have a larger gripe, which I'm sure has been ranted about before, but to me, these should be simple fixes/updates, and would improve the game immensely (for me, at least).

It's mostly around NPC ships.

1) For the love of some higher being, please PLEASE add some new scripts. If I see 'I'm gonna boil you up' much more I'm going to rage-quit. No-one talks like that, and they certainly wouldn't spam repeat the same phrase. Nor do I constantly want to worry about whether the best man has written his vows, or whether this liner is in the top 1%.

2) If enemy ships are sent after you during a mission, can we have some variation? Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly, who all attack in the exact same pattern, all take an age to kill due to having some ridiculous specs, and all seem to retain all functionality, even when alive with explosions and low hull. Also, why do they always target me, even when being attacked by system security ships and getting tanked, will completely ignore them and continue to attack me.

3) Once said ship is destroyed, why can I then sit in space, collecting the remains and recharging my shields, without any bother at all. Yet the instant I go back into supercruise, an NPC drops in right behind me and interdicts me. But if I then drop out of supercruise before being interdicted, nothing happens, until I re-enter supercruise, then I get immediately interdicted.

4) 'Enemy ships' will rarely, if ever, flee. Even when presented with me and four security ships all shooting the crap out of it, will simply continue to attack me.

5) 'Enemy ships' will rarely attack me when I'm not in the destination system, yet seem to know exactly when and where I am when I arrive and will interdict within seconds.

6) Having a couple of tons of a low value cargo does not make me 'the ship with the big haul'.

7) Occasionally I'll get random interdicted by a far inferior vessel and pilot rating, surely the pilot would check out the specs of the ship to attack before attacking, and decide if it's worth the risk?

I know these have probably all been covered many times, but I had to get it off my chest :)

Seriously though, how difficult would it be to improve the above?
 
2) If enemy ships are sent after you during a mission, can we have some variation? Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly
Well, it's mostly about mission rank.
When I take lower ranks missions/smaller/easier missions I see even pirates in vultures or some med ships.

6) random pirates can ask even for few units of cargo, so yeah, maybe in their eyes you have big haul :D
7) cargo can spawn random pirates, idk, I usually see them in t10s.
 
2) If enemy ships are sent after you during a mission, can we have some variation? Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly, who all attack in the exact same pattern, all take an age to kill due to having some ridiculous specs, and all seem to retain all functionality, even when alive with explosions and low hull. Also, why do they always target me, even when being attacked by system security ships and getting tanked, will completely ignore them and continue to attack me.
The reason is that you earn more in ranking for destroying higher reanked ships.
Also, the mission enemies are optional
 
4) 'Enemy ships' will rarely, if ever, flee. Even when presented with me and four security ships all shooting the crap out of it, will simply continue to attack me.
This one is a deliberate change that Frontier made to mission enemies a few years back.

Previously what would happen is:
- you're attacked (as now) in series by 4 Anacondas
- when they get seriously damaged, they jump out ... and return soon after fully repaired

(A few years earlier than that, all enemies would flee at the point where they were clearly losing the fight, so actually getting any kills was tricky. NPCs fighting to the death is silly given how easy fleeing is, but still more fun than the alternative)
 
Never seem to have an issue crushing those "tricked out" condas, they seem to be made of paper mache.

If you stack missions, then the more you stack the more likely you will have multiple hunters after you interdicting you each time you enter SC. If you don't kill the hunter that just interdicted you the game pretty much puts them on your tail immediately.
 
A little rant.

I like ED a lot, and have put hundreds of hours into it. I always see people bemoaning the lack of story updates in the patches, but I have a larger gripe, which I'm sure has been ranted about before, but to me, these should be simple fixes/updates, and would improve the game immensely (for me, at least).

It's mostly around NPC ships.

1) For the love of some higher being, please PLEASE add some new scripts. If I see 'I'm gonna boil you up' much more I'm going to rage-quit. No-one talks like that, and they certainly wouldn't spam repeat the same phrase. Nor do I constantly want to worry about whether the best man has written his vows, or whether this liner is in the top 1%.
Agreed more variation here would be nice.

2) If enemy ships are sent after you during a mission, can we have some variation? Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly, who all attack in the exact same pattern, all take an age to kill due to having some ridiculous specs, and all seem to retain all functionality, even when alive with explosions and low hull. Also, why do they always target me, even when being attacked by system security ships and getting tanked, will completely ignore them and continue to attack me.
As has been said they should be based around the mission rank, so taking a mission with a very low rank should get you less capable opponents. They are dedicated professionals and will try to complete the mission they were hired for (to stop you) at all costs.

3) Once said ship is destroyed, why can I then sit in space, collecting the remains and recharging my shields, without any bother at all. Yet the instant I go back into supercruise, an NPC drops in right behind me and interdicts me. But if I then drop out of supercruise before being interdicted, nothing happens, until I re-enter supercruise, then I get immediately interdicted.
Don't drop out of supercruise if you beat the interdiction they go away, at least for that system.

4) 'Enemy ships' will rarely, if ever, flee. Even when presented with me and four security ships all shooting the crap out of it, will simply continue to attack me.
See above.

5) 'Enemy ships' will rarely attack me when I'm not in the destination system, yet seem to know exactly when and where I am when I arrive and will interdict within seconds.
They were given your destination, cargo details, and possibly ship details with the mission to stop you this information was probably sold by the clerk who handled your mission.

6) Having a couple of tons of a low value cargo does not make me 'the ship with the big haul'.
Not everyone is as rich as you are.

7) Occasionally I'll get random interdicted by a far inferior vessel and pilot rating, surely the pilot would check out the specs of the ship to attack before attacking, and decide if it's worth the risk?
Some of them are probably utubers and having uttered the phrases Hold my Beer and Watch This are committed after all being destroyed is far less embarrassing than being sensible or backing out.

I know these have probably all been covered many times, but I had to get it off my chest :)

Seriously though, how difficult would it be to improve the above?
I have no idea but probably harder than some think.
 
For the love of some higher being, please PLEASE add some new scripts
Or perhaps some form of communication?
cd32_137.png
 
If those Anacondas are difficult to blow up, you really need to look at getting some bigger guns.

Wouldn't mind some variations in the comms text or the type of enemy though. Maybe throw a spec ops FdL in there for giggles every now and again.
My primary ship is a FC with 2 C4 mid-engineered Multis and 3 (1x C3 and 2xC2) mid-engineered beam lasers, I can take them down, it just seems to take an awful lot of hits.
 
The only times I find the pirate spawns annoying is when I come from something where they should have no business even having the slightest clue that I've got cargo onboard.

The best case of which being, I rescued a bunch of pods from a Titan, where I seriously doubt pirates would be bothering to lurk around, yet one's gonna spawn in anyway. (And I'm not sure that is the kind of cargo they'd be interested in.)
 
My primary ship is a FC with 2 C4 mid-engineered Multis and 3 (1x C3 and 2xC2) mid-engineered beam lasers, I can take them down, it just seems to take an awful lot of hits.
Difficulty scaling, perhaps? I fly a bulky Anaconda where only the FSD and power plant have been engineered, and it seems to handle them fine.
 
Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly, who all attack in the exact same pattern, all take an age to kill due to having some ridiculous specs, and all seem to retain all functionality, even when alive with explosions and low hull.
I agree, they are a bit of a challenge - it took ages for my Courier to finish off the last one I met.
 
My primary ship is a FC with 2 C4 mid-engineered Multis and 3 (1x C3 and 2xC2) mid-engineered beam lasers, I can take them down, it just seems to take an awful lot of hits.
Well you've the right weapon setup, but how you have them engineered makes a difference. With that setup I'd imagine you're using efficient beams and overcharged multis? On mine I also have a c1 G2 high capacity multicannon with corrosive experimental and the other c1 with overcharged and emissive.

With those huge multicannons you might also want to subtarget the powerplant if you're not doing that already as I've knocked down CZ captains at 50+% health doing that.

Although I'd never be without my 2 huge short range thermal conduit plasma accelerators on my Corvette. Not the easiest things to use, but I can recommend if you really want to feel like you're swinging a haymaker.
 
2) If enemy ships are sent after you during a mission, can we have some variation? Every (at least 90%) time 'enemy ships are sent after me' they are highly tricked out Anacondas, either dangerous or deadly, who all attack in the exact same pattern, all take an age to kill due to having some ridiculous specs, and all seem to retain all functionality, even when alive with explosions and low hull. Also, why do they always target me, even when being attacked by system security ships and getting tanked, will completely ignore them and continue to attack me.
This is one I mentioned years ago. Several problems with it. Like, four guys named Gary are going to come after you. What? At least pick four different names.

And yea, make at least some of them some entitled brat full of himself who gets a terrible smack down as a lesson.
 
4) 'Enemy ships' will rarely, if ever, flee. Even when presented with me and four security ships all shooting the crap out of it, will simply continue to attack me.
Imagine spending 15 minutes grinding down a strong npc ship, only for it to flee at the end, so you get absolutely nothing but wasted 15 minutes you'll never get back.

Realistic? Yes. Annoying and frustrating? Also yes.
 
Back
Top Bottom