i bet its powerplant every timeFD likes detailed feedback, not polls. They know what they are aiming for.
i bet its powerplant every timeFD likes detailed feedback, not polls. They know what they are aiming for.
I ran a little set of tests today for my own enlightenment. I wanted to see just how often I'd be interdicted doing some Imperial Slave trading between two high security Empire systems (Chujohimba and Pancienses). And I wanted to see if the ship I was in mattered at all.
......
I believe something is very wrong with interdiction frequency and attacker level. Your experience may vary![]()
There's a disconnect here, maybe NPCs aren't spawning according to plan?
This is what's echoing back and forth until someone fixes it.....I've not done a huge amount of play in 2.1.02, but so far it has seemed rather 'feast or famine'.
A 65% small minority currently.
And that's without folk being able to change their vote as they learn new skills.
Keep in mind that there are undoubtedly many players who might vote too hard who are no longer here to vote, having been driven out of the game by the excessive AI difficulty.
There also also many, many players who aren't here to vote easy either because they have long left due to the AI being trash.
In my mind the fundamental problem is that the AI is being allowed to ignore the limitations of the ships they're in.
A Cobra has a limited turn radius. It's only SO maneuverable. A Sidewinder has a SMALLER turn radius, it's MORE maneuverable. Despite this, my Sidewinder was EASILY outmaneuvered by a Cobra. AI guns do more damage than the same guns on a player ship. AI ships turn tighter than the same player ship can, run faster than the same player ship can, and so on.
That's not stronger AI, that's giving the NPCs magic ships with increased abilities. What SHOULD be happening is that the AI should be fighting SMARTER. The less maneuverable ships shouldn't be magically more maneuverable, they should be flying in a compensatory way. They should fly to their strengths, but still be limited by their weaknesses. Right now they don't do either, they're just magically more powerful.
That may be true, but if so they left by their OWN CHOICE. Players driven out by the difficulty have no choice, either stop playing or be stopped by the AI.
I don't think Elite should expect every player to be an ace. We can all become elite in one of four categories, shouldn't that mean that there is room for those that don't take the warrior's path? Just as we have three modes to facilitate as many players interests as possible, shouldn't the mix of combat to noncombat be in the hands of the individual player?
Generally the AI seems to be OK, but I'd say low-intensity conflict zones need toning down a bit. Every NPC is Expert/Dangerous/Deadly and they all seem to be packing plasma, rails and missiles. It's not uncommon to be dogpiled by a few of these nasties within a few seconds of arriving, at which point you're basically toast unless you're flying a very tanky ship or you run away very fast.
Edit: I'll also add that, while higher-rank NPCs are definitely more challenging to take on, they're also pretty boring as fights quickly devolve into jousting matches, at which point it's a question of who's got better aim and who's got higher alpha. I'd much rather have more entertaining dogfights where NPCs use a variety of different tactics.
I think you creating a false equivalence between "ace pilot" and "knows how to survive an attack". If you claim an "Elite" rank in trading or exploration, that should also include a basic working knowledge of how to escape any dangerous situation.
Besides, it's not like it's wall to wall Elite Pirates out there. Most of the spawns I see are Harmless or Mostly Harmless. I already can't find a good fight to save my life, unless I go pirate, and even then it's not that easy to find a challenge.
I think you creating a false equivalence between "ace pilot" and "knows how to survive an attack".