NPC Escorts for Players

---This is a thought dump as I have been experiencing an issue ever since engineering was introduced. The imbalance of the game, when it comes to roles people have chosen to follow, is what I am referring to. I will will break this down to 3 major play styles.

---PvP - PvE - Trading

---Now, when it comes to these three play-styles and engineering, there are very different builds out there, that you can't just mix together and hope it work well.

---As obvious as it may seem, trade ships don't want to fight. They want to take cargo from point A to point B as efficiently as possible. Now for offline play, this works well, just avoid Anarchy systems and stick to High Sec. systems and you'll probably be fine. Now let's say a PvP ship, in this case perhaps a pirate or a troll, comes along in a high sec system and interdicts you. Its fine because your in a high res system. Right? Wrong. It takes system security approx 30 seconds to show up. On average, a modded PvP ship will finish you off in ~~15 seconds.

---When it comes to PvE ships, the same is true regarding the engagement. These ships are build to efficiently kill A.I. for steady damage or the occasional fun build. These are not optimized for PvP and will generally loose 10/10 fights against an equally competent player specked for PvP.

---What I suggest is that there should be a escort mechanic of sorts for high security systems, regular security systems and a overall better response from system security ships. Let me go into detail.

---When you have become friendly/allied with a system-controlling faction, you can go ahead and via the faction panel request a escort to a station in system. It would then, in order to keep it 'Immersive' spawn a three security ships from the Nav Beacon and send your way. As they spawn they would be added to your wing (if you are not currently in a wing). The wingman Nav Locked to you so in case you would be interdicted by a player or NPC they would instantly drop in and aid you. Now these ships will follow you until you drop out wherever in system (as long as it is a nav point, if it is just empty space they will remain in your wing) Say Station or resource site. (on approach to a haz rez they would break off withing final approach letting the commander know that they cannot operate in the area and wish him best of luck) When the Commander has completed a jump to such a nav point, such as a station they will, in open comms, reply something like "escort complete, no incidents to report, returning to Nav beacon."

---To go into more detail these escort ships will vary depending on faction, I.E. Empire, Federation, Alliance, N.A and the players ranking in those faction and the players ranking with the system controlling faction and lastly, is it a high sec system, regular security or anarchy.

---For the first part, both the Empire (4 unlockable ships) and Federation (4 unlockable ships) have 14 rankings. Once a player has reached say 2 ranks above what it takes to unlock a ship (Midshipman for Federal Dropships 2 ranks up is Chief Petty Officer) That specific ship can spawn as on of or the lead escort to protect in you in the designated system. Empire ships in Empire system or empire faction controlled system, not sure what would be better here. And yes, once a player has reached Admiral or King, they should be able to get the Corvette / Cutter in their escort. (which is why I suggest it only be the lead ship and the rest being the lower tier ship I.E. Cutter and two Clippers)
---I believe these should be able to be escorts but only and this is the second point, once a player is allied with the system controlling faction. Either---
A: high security system send more (3 ships max) and/or tougher (the big three) ships to escort the player and will provide a weaker (say lower priority escort ships) to the player if they do not have a standing with the system controlling faction.
B: regular security system sends fewer (min 1) and/or weaker ships to escort the player as long as they have a standing with the system controlling faction. No standing no escort with normal security.
C:Anarchy systems there ill not be any escorts and Pirates and all other who wish to face off can do what they please there.

This leads to another point. Navigation using filters such as only select High Sec System for flying and fastest route through anarchy systems could add another layer of game-play as a consequence but that is for another thread.

Now needless to say but, if a player has a escort and commits a crime, say interdict someone, the escort will turn on him. <That would be hilarious to witness BTW XD

This is my opinion on a change they should add to the game to help balance the three different play styles out. Let me know what you guys think and if its a decent idea like it so that the devs and others can see it as well!

OnlineRaptor signing off.
 
Both players being escorted by NPCs, and players escorting NPCs are missions that I too hope to see in the game lateron.
 
i think being a part of an NPC wing from time to time on missions can be fun.

as for on-demand 'hirelings' i'm iffy on
 
i think being a part of an NPC wing from time to time on missions can be fun.

as for on-demand 'hirelings' i'm iffy on

---Absolutely, I do no not think that you should have escorts willy nilly, a limitation as previously mentioned is requiring a friendly/allied rank with a system to "unlock" the escort capability and/or limit the location of the escorts to the Nav beacons immediate surroundings and trade routes to specific stations in system.
---If the player were to fly around blind into deep space the escort would break off and in open comms say "Escort has broken off, returning to Nav beacon."
---Again their spawn location would be limited to appearing from the Nav Beacon ---> target.
 
Or you could, you know, make some friends...

I fly escort for my friend's T9 pretty often.

Being winged up is obviously a solution, however, that is not always an option for many players.

Personally for me, I would not want to to have someone escorting me during trading as they do not make any money. Last time my friends winged up there was very little profit. (of course 2 trade-ships together can make a nice profit but then you'd forgo the escort.) If I have someone escorting me I would want them to be well rewarded for it not waste their time.

Now don't get me wrong this is not only in mind for trade ships. This is also for those doing PvE (as they have no chance against PvP builds currently) and as a overall player reward for helping out a system or achieving a high rank with the current factions, as other than a fancy title, there really isn't anything you get.


(on the humorous side)

I, as KING, don't 'want', but 'DEMAND' an escort in any Imperial System. :D
 
C:Anarchy systems there ill not be any escorts and Pirates and all other who wish to face off can do what they please there.

Now needless to say but, if a player has a escort and commits a crime, say interdict someone, the escort will turn on him. <That would be hilarious to witness BTW XD

Why exclude criminals from this?

New features need to be accessible to all playstyles. Criminals should be allowed to hire their own NPC thugs and henchmen, based on rep with local anarchists and Notoriety.
 
Why exclude criminals from this?

New features need to be accessible to all playstyles. Criminals should be allowed to hire their own NPC thugs and henchmen, based on rep with local anarchists and Notoriety.

That is an idea as well, however, I can't think of a good way of implementing it with current game features. As they would attack anything hostile, as the person being escorted you could assault someone and mark them hostile and have the escorts engage as well without any repercussion.

If the game had a option of displaying hostiles as two separate instances such as, person that has been engaged by you and person that has shot at you, then perhaps but as far as right now, I see this further dividing the community IMO.

The primary purpose I had for this was defensive and not offensive. If you have a idea how to implement it where it would still remain balanced for a defensive scenario let me now though!
 
That is an idea as well, however, I can't think of a good way of implementing it with current game features. As they would attack anything hostile, as the person being escorted you could assault someone and mark them hostile and have the escorts engage as well without any repercussion.

Simply use the existing SLF orders.

If the game had a option of displaying hostiles as two separate instances such as, person that has been engaged by you and person that has shot at you, then perhaps but as far as right now, I see this further dividing the community IMO.

Entirely unecessary and over complicating it.

The primary purpose I had for this was defensive and not offensive. If you have a idea how to implement it where it would still remain balanced for a defensive scenario let me now though!

A defensive-only measure is incomplete - you can't have a one-sided coin. If you're going for NPC wing escorts, there needs to be the ability for a pirate to set her thugs on the trader's escorts while she goes for the cargo - see, that's exciting!
 
even without the engineers the imbalance is present, the engineers only aggravated the situation that was already present. From the beginning of its conception, balance was not the priority, at least not for the PVP.

for NPC escorts this has already been suggested and I think it's a good idea.

perhaps during some mission of assassination or transport, an NPC could propose us to join our wing if there is room, of course it's even NPC abandons us if we turn away from our goal, so I think about mission-related escorts.

or perhaps for no apparent reason in a system where we would be allied, NPCs could offer us a wing with us.

this will also help to know the principle of wings for solo players, but maybe this function is reserved for the Open player group. I am not sure, however, that it encourages to play in Open.

personally I prefer to play alone .. and if I play Open is for all to play everything alone.. although sometimes I could play with other players, the problem of the Open is that playing alone does not make the game more balanced on the contrary, meeting wings for a solitary player adds to the imbalance.

that's why I've always thought that the rebay system is not valid for PVP, it is an obstacle to the PVP as all the losses that the destruction of the ship engender, but this is another subject.

---As obvious as it may seem, trade ships don't want to fight. They want to take cargo from point A to point B as efficiently as possible. Now for offline play, this works well, just avoid Anarchy systems and stick to High Sec. systems and you'll probably be fine. Now let's say a PvP ship, in this case perhaps a pirate or a troll, comes along in a high sec system and interdicts you. Its fine because your in a high res system. Right? Wrong. It takes system security approx 30 seconds to show up. On average, a modded PvP ship will finish you off in ~~15 seconds.

this being, in systems with security, I often see the police coming to help me if I get intercepted, this is already present in the game. That being so, I doubt that security can stop a determined player, yes, they are rather there for the NPC.

if this is also planned against the players, there is certainly always an imbalance. In any case it would be necessary that the game calculates the force of the enemy and sends the adapted font, we do not send a patrol poorly equipped and slow facing a wing doped engineer, we agree.

and of course, to send a patrol in 2 seconds does not exist, or it is a superman patrol.. good luck to balance :p
 
Last edited:
OnlineRaptor, it's a good idea but you forgot the most important thing and that is credits...you would have to pay these npc's, and i suggest that they get paid per mission at let's say 30% off your reward. If you took multiple missions there the that would be 30% off these missionS.

Kari Kerenski said; Why exclude criminals from this?
New features need to be accessible to all playstyles. Criminals should be allowed to hire their own NPC thugs and henchmen, based on rep with local anarchists and Notoriety.

I agree on this, but there must be the option that these thug-npc's turn against you and kill you for your hold...that would be only normal in my eyes and it would bring a whole other storyline. As history shows us time over time in wars, people turn against you for the most stupid reasons.
 
Kari Kerenski said; Why exclude criminals from this?
New features need to be accessible to all playstyles. Criminals should be allowed to hire their own NPC thugs and henchmen, based on rep with local anarchists and Notoriety.

I agree on this, but there must be the option that these thug-npc's turn against you and kill you for your hold...that would be only normal in my eyes and it would bring a whole other storyline. As history shows us time over time in wars, people turn against you for the most stupid reasons.

Haha! As a roleplayer, I'd love that!

Keep the booty coming and your ruffians stay loyal... if your pickings are slim, they might reconsider their terms of employment! :D

Nice suggestion ;)
 
I kinda like the idea of having npc wingmen.

BUT the AI for it might be interesting. I'm an OK pilot but not immune to the occasional bout of utter stupidity in the cockpit. Slamming into stars and other bodies is not unusual. Scraping the slot - obviously. I can just imagine the Voice Acted chuckling over comms from ym wingment as i do the days third loop-of-shame...
 
Back
Top Bottom