Horizons Mission NPCs not keeping their health/shield damage in second encounter

Sometimes I get mission NPCs chasing me down during cargo hauling missions. They interdict me, and we blow each other's hull off. Then one of us escapes.

The problem comes after.

After returning to supercruise, I get interdicted again by the same NPC and it now has full health/shields again (and I think sometimes a different weapon loadout which explains how this feature was wrongly implemented....).

Not fun.
 
Maybe an oversight on the part of the programmers.
Then, maybe not!
An unfair thing? I have not noticed it! But then I am a slow thinker. I don't even see the names of interdicters.
I have noticed the AI police helping me out when I am interdicted. That seemed to start a few days ago.
 
The game is full of temporary instances, the only really persistent thing is the player and his ship. The very moment you escape and return to super-cruise the NPC ceases to exist until the mission logic triggers him to appear again. In other words: the NPC does not go into super-cruise after you left, he just gets dumped and no info about the condition of his ship will be stored for later. This is the current state of affairs and yes, I'm not very fond of it too.
 
At least it stays the same type of ship between engagements. More than a few times I've had Asps transmogrify themselves into FDLs and Anacondas.
 
The game is full of temporary instances, the only really persistent thing is the player and his ship. The very moment you escape and return to super-cruise the NPC ceases to exist until the mission logic triggers him to appear again. In other words: the NPC does not go into super-cruise after you left, he just gets dumped and no info about the condition of his ship will be stored for later. This is the current state of affairs and yes, I'm not very fond of it too.

The same NPC will dog you inside one system and will maintain state. It is the same NPC. I fought an Elite conda through 2 interdictions, each time his shield and hull state remained (so after I escaped the first time after tangling a bit, when he interdicted me 5 seconds later he was in the weakened state our first rumble had left him in). The 2nd time I escaped I had him down to 32% hull, but I was in much worse shape. The 3rd encounter he dropped in after me at the station. It was a station with security (Hahn). I heard his screams of pain as I pulled into the mailslot and let the cops deal with him.

BTW I had no mission, so this was not a mission target chasing me, and I was going from Gressley Dock to Hahn Station.

- - - - - Additional Content Posted / Auto Merge - - - - -

Sometimes I get mission NPCs chasing me down during cargo hauling missions. They interdict me, and we blow each other's hull off. Then one of us escapes.

The problem comes after.

After returning to supercruise, I get interdicted again by the same NPC and it now has full health/shields again (and I think sometimes a different weapon loadout which explains how this feature was wrongly implemented....).

Not fun.

This is important. What do you mean by "blow each others hull off." Shields maybe? If you leave him alive, he'll definitely come back for more until you kill him and then the next one in line (if the mission is sending ships against you) will come. It's nice now that they tell you the name of the next psycho coming after you :)

Sometimes I see this where the same named NPC is re-created with a new ship because you didn't kill him. If you manage to kill him (or be there when the cops take him down) the next guy on the list will be coming.

Maybe mission NPCs behave differently from the non-mission psychos.It's either a bug or inconsistent implementation.
 
Last edited:
Completely incorrect. The same NPC will dog you inside one system. It is the same NPC. I fought an Elite conda through 2 interdictions, each time his shield and hull state remained (so after I escaped the first time after tangling a bit, when he interdicted me 5 seconds later he was in the weakened state our first rumble had left him in). The 2nd time I escaped I had him down to 32% hull, but I was in much worse shape. The 3rd encounter he dropped in after me at the station. It was a station with security (Hahn). I heard his screams of pain as I pulled into the mailslot and let the cops deal with him.

In other words, your post was completely and totally wrong :)

BTW I had no mission, so this was not a mission target chasing me, and I was going from Gressley Dock to Hahn Station.

From the technical view I think he's right. Once you hit supercruise the instance you had this fight in is dropped. It might be that NPC is again selected to hunt you the next time down.
But because system does not store the state of NPC when kicking the last instance he will be newly reborn without the hits in shields and hull you did already.
Nevertheless this is a flaw in instance handling (I don't call it bug as I suppose its working as intended) and should be reworked.

Regards,
Miklos
 
Worse Still, i've watched a chasing NPC follow me into the no fire zone, then turned around and watched the system security wipe 'im out. Next jump viola, there he is once again alive and happy as Larry.

I've been trying to tempt the next one in and actually take part in the destruction of the NPC to see if that triggers me as having killed the NPC and therefore no more spawns, Sadly the only one i've done this to so far was at the actual mission dropoff station anyway so I don't really have a clue if that worked or not.

I'm really hoping this works, it will be a nice convenient way to dispose of the mighty chasing 'Conda's when i'm trekking about in my trading AspX...
 
Back
Top Bottom