Is ED not so dangerous anymore?

Perhaps ED needs a difficulty slider?

Yeah, its multiplayer, but generally speaking, most of the time when facing NPCs you are facing them alone or with other people like you around. In cases where multiple people are in an area, it could always average the difficulty of their sliders.

Then everyone can have the NPCs they want, from Carebear to Please kill me.
 
Perhaps ED needs a difficulty slider?

Yeah, its multiplayer, but generally speaking, most of the time when facing NPCs you are facing them alone or with other people like you around. In cases where multiple people are in an area, it could always average the difficulty of their sliders.

Then everyone can have the NPCs they want, from Carebear to Please kill me.
The biggest concern with a difficulty slider would be people setting it to the absolute easiest setting when they're stacking a bunch of missions to work influence, as the base effect of a mission is inf++ regardless of rank or type.
really though i want the good, old, fun wing assassinations back because there's only so many times you can face "one FDL and 2-4 vultures" before it gets samey
 
Don't people read replies before posting scathing attacks on OP or others?
.... I guess not. 😏

I just said that since the mini update, npcs are having more of a go at me. Hurrah!? 👍
 
This is,Engineers suck thread #57392,
the game is too easy , everyone agrees & nothing is done about it,

opps did i just spoil the future of this thread xD
 
The biggest concern with a difficulty slider would be people setting it to the absolute easiest setting when they're stacking a bunch of missions to work influence, as the base effect of a mission is inf++ regardless of rank or type.
really though i want the good, old, fun wing assassinations back because there's only so many times you can face "one FDL and 2-4 vultures" before it gets samey

Well, to listen to what people are saying, apparently we are already playing easy mode, so it can only get harder :D
 
Let's hope the NPCs get harder, and scale in line with you combat rank.
It would be nice to get some super power missions based on the rank you have achieved also.
And please make enemy power play groups attach you when you are hostile in their system.
 
I've always submitted to NPC pirate interdictions while hauling cargo. I used to run, but they'd interdict you again so now I stay and kill them. Not sure when the AI was tweaked, but now the NCP will quickly wake out after taking a certain amount of damage thus depriving me of their bounty. Very annoying and a total waste of ammo. Looks like I'm going to have to revise my weapon loadout to kill them faster. Challenge accepted.
 
This is,Engineers suck thread #57392,
the game is too easy , everyone agrees & nothing is done about it,

The game has enough heavy engineered targets, but FDevs dont wont to give them to us. For example - wing assasination missions have targets mostly FDL than Cutter or Corvette, Pirate Activitys POI is very rare, and pirates that interdicts you often are small pesky ships.
 
The game has enough heavy engineered targets, but FDevs dont wont to give them to us. For example - wing assasination missions have targets mostly FDL than Cutter or Corvette, Pirate Activitys POI is very rare, and pirates that interdicts you often are small pesky ships.
When you are Elite, do a trade Elite Mission it's actually quite common for 4 Anacondas interdicting you one after another, unengineered.
So it is not the ship type but the fact they come alone and aren't engineered. I regularly and without problems, except for ammo synth (which I despise), kill them all in my trading Python. The discrepancy between engineered ships is just too big. I'm confident I could kill them in my trading Cutter even if they all would drop simultanously on me. NPCs need to step up their game, dependend on rank.
 
Let's hope the NPCs get harder, and scale in line with you combat rank.
No, i'd prefer NPCs scaled by region and mission type (difficulty) accepted.

If i'm triple Elite, then don't make every interaction be against elite engineered NPCs, while a mostly harmless pilot only encounters low level NPCs, thats not realistic or at least what I want.

I liked the old system (at least at one point) where the mission difficulty effected what NPCs were. Accept a Deadly level missions as a Competent pilot, and you'd get some high level enemies which would be really tough to complete (assuming you haven't engineered up at this point, and skill level), while that triple Elite pilot would find it somewhat challenging.
But if an Elite pilot accepts a Harmless trade mission, then you'd only encounter really low level NPCs, which should go "hey drop your carg… oh.,, never mind, my mistake, laters" when they scan you and see your rank and murder-boat.

That's the kind of scaling i'd like to see.

Ditto if low security areas had balls-hard NPC pirates and murder-hobos, so going there as a newbie should be terrifying (but rewarding), while hi high security zone should allow lower-paying milk-runs back and forth.

Choose your difficulty, don't enforce it on at all times.
 
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No, i'd prefer NPCs scaled by region and mission type (difficulty) accepted.

If i'm triple Elite, then don't make every interaction be against elite engineered NPCs, while a mostly harmless pilot only encounters low level NPCs, thats not realistic or at least what I want.

I liked the old system (at least at one point) where the mission difficulty effected what NPCs were. Accept a Deadly level missions as a Competent pilot, and you'd get some high level enemies which would be really tough to complete (assuming you haven't engineered up at this point, and skill level), while that triple Elite pilot would find it somewhat challenging.
But if an Elite pilot accepts a Harmless trade mission, then you'd only encounter really low level NPCs, which should go "hey drop your carg… oh.,, never mind, my mistake, laters" when they scan you and see your rank and murder-boat.

That's the kind of scaling i'd like to see.

Ditto if low security areas had balls-hard NPC pirates and murder-hobos, so going there as a newbie should be terrifying (but rewarding), while hi high security zone should allow lower-paying milk-runs back and forth.

Choose your difficulty, don't enforce it on at all times.
Actually I step back on what I said earlier in this thread and agree with you. It shouldn't be dependent on rank, but also on system security and mission rank.
Good input.
 
I was sold on the vision.
I stuck around out of faith.
I lament the wasted potential.
I still own an account.
If I was to speculate on the general direction the game is going for I feel I'm in for nothing but disappointment.
There are too many people who like exactly what I detest so it's hopeless, even if I could articulate many good arguments.
 
Is ED not dangerous?
I seem to be having no trouble from npcs anymore.
Even Elite ones in anacondas.
And not as many, if any, interdictions.
Come on surely 200 tons of gold is worth some pirate's effort?

It really depends on what ship you are flying. When I need some challenge I grab my Cobra or my Courier. Engaging combat in a full kitted Conda just means boredom as you can single-spray-shot anything.
 
It really depends on what ship you are flying. When I need some challenge I grab my Cobra or my Courier. Engaging combat in a full kitted Conda just means boredom as you can single-spray-shot anything.
This is why I take regular pirate lord assassinations on in my vulture, and usually stack as many in the same system as I can get. Mixing it up with 3-4 corvettes at once and system security piling in and turning the fight into a proper rumble is way more fun than a wing assassination is.

It's not that the wing assassination FDLs are hard, it's that engineered targets are bulletsponges on account of defence being buffed way more than offence is and it's just not fun to pour an entire mag into something only for their shields to dim a bit, and I'd much rather be outnumbered by opponents with a sensible amount of HP, and a damage output that actually poses an equal threat to me. This is why I liked the original wing assassinations - a single, tough, "boss" opponent, and an absolute swarm of escorts that you couldn't just simply ignore while you focused the boss down because they'd wreck you with sheer weight of numbers - with the FDLs, if you bring one of the big three, it's relatively trivial to pop the mission target and low-wake, even solo. It doesn't matter how bulletspongey the vultures are if you don't feel like fighting them, and even a biweave build can ignore a couple of vultures for the time it takes to shoot down an FDL.

I guess what I'm saying is that wing assassinations should be more like that one distress call scenario where they keep spawning waves of weak-ish opponents and eventually a farragut - have a big tough mission target, a flood of escorts, more escorts arriving periodically until the whole thing turns into a mini conflict zone around you and your buddies trying to take this boss out without being stung to death by bees, something that might actually need wingmates to draw fire from the escorts so the lead ship can take out the target, and so on.
 
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