NPC power plant bug

so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.
 
shooting out the plant reduces output to 40%, npc's then have the magical ability to manage power priorites and pips like a god, they also only fly fa on, fdev have said this is intentional, just keep hitting that plant for the critical chances of a big boom malfuntion.
 
shooting out the plant reduces output to 40%, npc's then have the magical ability to manage power priorites and pips like a god, they also only fly fa on, fdev have said this is intentional, just keep hitting that plant for the critical chances of a big boom malfuntion.
I mean the rediculous amount of damage it takes to make it go boom is honestly really bad, i'll be railing it constantly and they die from hull before getting planted. Its bad.
 
shooting out the plant reduces output to 40%, npc's then have the magical ability to manage power priorites and pips like a god, they also only fly fa on, fdev have said this is intentional, just keep hitting that plant for the critical chances of a big boom malfuntion.

Not true.

Once the powerplant has reached 0% integrity it will switch to 50% (not 40%) backup power instantly.

The 40% power output (for 5 seconds) thing is a power plant malfunction which can happen in the following cases:
  • PP hit by a pulse disruptor laser
  • (randomly) when the hull is hit by a malfunction (scramble spectrum) laser
  • randomly on a direct hit of the PP by any kind of weapon, as long as the integrity of the PP is below a certain threshold (80% iirc)
 
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This again?

NPCs don't run G5 engineered ships. Take that into consideration and it's easy to see how you could keep a significant amount of a ship switched on with proper power management.

Generally speaking it takes under a minute to pop one anyway. Even if they did have some advantages, they absolutely need them.
 
so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.

Apparently my previous post in which i was telling you that you are wrong was reported as flaming 😂

So, again.. you are wrong. Completely wrong.
NPC do no cheat, but they are really good at using power priorities.

A power plant at zero integrity provides 50% power. It is entirely possibly to have a functional ship that can fly and shoot back while using 50% power. But they usually dont have enough power to recharge shields and that's perfectly visible on the enemy ship hologram

This Viper MK4 can easily fight at 50% power and even during PP failures at 40% power

L2P and be a good sport...

edit: slight edit to the build so the 40% power statement to be correct
 
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so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.

NPCs follow the same rules as CMDRs for power plant power output and chances for destruction below zero integrity.

They have also infinite missiles, infinite cell banks, infinite heat sinks... etc.

No, they don't.

Npcs do all sorts of things you can't.

With a tiny handful of exceptions, no, they don't.

NPCs don't run G5 engineered ships.

Well, higher rank ones will typically be heavily Engineered, just without weapon special effects, unless they are part of special encounters in Wing missions or very high threat signal sources.
 
Npcs do all sorts of things you can't.

It's almost like they're controlled by a computer or something!


The most funniest one was me switching to the SLF while my crew got the to fly my Mining Cutter while a pirate was attacking.

She was switching weapons and fire groups so quickly that she was really efficient at throwing the full range of mining stuff at that pirate from abrasion blasters to subsurface and deep core rockets
Eventually i swapped back to the mothership and let her kill the pirate using the SLF, not because she needed any help to turn my mining rig in a fighter, but because i didnt want to let her waste my entire ammo... resynths for mining tools are not exactly cheap 😂
 
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I can confirm that npcs shields stop recharge, soon as thier Pplant reaches 0%.

They dont have infinite SCB or other utility as well. Only what they dont run out of, its thier ammo pool from weapons, I might be wrong here, as dont recall ever seening npcs that ran out of wep ammo, because they wont last long enough to do it.

They also have to manage thier distro juice, as once its thier PD is destroyed, it will stay at whenever setting they had at moment. Ive seen npcs that was unable boost as often or fire, but note that npcs dont really manage pips like most cmdrs would do, they seem never to fully empty pips from either SYS, ENG and WEP, they always leave 1 pip or half at any of those.
 
so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.

I know for a fact they can't charge shields at zero percent. In combat zones I 100% focus on the PP especially on the Spec Ops ships because once that damned shield on the FDL/Python is down I want it to stay down. Same for the Cutters in Imperial CZs.

I would like it if power output scaled down with PP integrity though. Not necessarily perfectly linear but something more than 1% everything is fine / 0% everything is not fine. Probably some gameplay reasons that might not be ideal but it does kinda feel arcade game-like that a PP just chugs along doing it's thing while being holed until it just all of a sudden quits at exactly 0% of it left.

I had the same expectations at first though because I'm so used to power priority favoring escape vs staying in the fight that I was ticked when they kept shooting after PP failure.
 
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Only what they dont run out of, its thier ammo pool from weapons, I might be wrong here, as dont recall ever seening npcs that ran out of wep ammo, because they wont last long enough to do it.

That might be possible, our SLF that are using multicannons have infinite ammo as well...

@OP look, another build that is fully combat functional even at 50% power and it keeps 3/4 of full combat capabilities (including the slf) even at 40% during PP failures

 
With a tiny handful of exceptions, no, they don't.
They do but no they don't. Pick one.

In my thinking, being able to instantly change power settings n number of times per second counts as a thing you can't do. You even agree as your statement says "handful of exceptions".
They can also get insta repairs if you don't chase them through their wake.
They don't care if they win or lose a fight (IE: they have no ego to harm).
They can "type" a message at the same time they are flying.

I didn't say they do everything you can't. I also don't care that they can.

I mean, ground troops don't have to recharge their shields or ammo. That's not the direct subject here, but it is a thing npcs do that you can't. Inferring that you can't just shoot forever and never visit a recharge station. That doesn't occur with ships, however.
 
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