NPC Wings In Solo Play- How will You Adapt?

That may be true, but they can all still fire on you. It seems that you would have to boost past one of them, while the others formed up. Going through the three-point plane exposes you to everyone's fire, while one dedicates itself to your tail.
I complete agree with you, that is why I am hoping that it will take (from a matter of seconds to minutes) for others to start showing up. When I was reading the thread of the dynamics of wings it made it sound that the other members can join in the interdiction but they have to each individually jump in. At least that is how I read it. If that is the case then hopefully with the NPC wings they will spawn, not all at once, but over a set/variable period of time as they arrive. I hope *fingers crossed*
 
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A small ship may be forced to jump to another system. Then, sequential jumps to lose the attackers.

I have to do this out in deep space quite often, where the primary stellar body is camped out.

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I complete agree with you, that is why I am hoping that it will take (from a matter of seconds to minutes) for others to start showing up. When I was reading the thread of the dynamics of wings it made it sound that the other members can join in the interdiction but they have to each individually jump in. At least that is how I read it. If that is the case then hopefully with the NPC wings they will spawn, not all at once, but over a set/variable period of time as they arrive. I hope *fingers crossed*

Giving them time to form up is suicidal. You'll have to do the classic boost past 'em brush, then jump.
 
Point defense on at least one utility mount is mandatory. Most small ships have 2-3 utility mounts, so ECM and chaff might displace a KWS, or cargo scanner.

"D" thrusters and shields, in common use by explorers to save weight, won't be able to move fast enough, or take enemy fire for long. Going to "C" or better means a bigger power plant. And power distributor.

Shield cells will displace scanners and cargo. Keeping the shields up is more important than armor.

All this adds up to combat becoming the primary role, with all other roles secondary.
 
agree would be nice to have a bot escort, especially to attack big daddys, but it should be expensive.
 
Hiring NPC's would enrich the game.

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That may well happen. And, the NPC's are getting better.


They are but I'm still seeing some where their AI breaks. I've run across some just rolling until they're attacked and even some going in a circle. I've also seen them just sitting idle outside and inside stations from time to time. Allegedly that was fixed but it's still happening. I can't say I've noticed a huge difference in combat because I mow through them pretty quickly. I have noticed they're much better when you're docking and undocking. I don't have to push them out of the way in my Anaconda anymore.
 
I'd reckon (hope) that NPC Wings within instances will spawn with regard to and in a configuration aimed at matchmaking the Player's capabilities.

So perfect world - a Harmless Hauler guy might only see 2 Novice Sidewinders "ganging up" on him.
Consequently, that Deadly Anadonda Player might see i.e. 4 Competent Cobras to deal with instead. Hard to tell, as 4x the Firepower can easyly overwhelm even strong Ships with good Pilots.

If the matchmaking isn't working 100%, however, alot of greedy Traders unaware of the impending changes might get a surprise coupled with a steep learning curve ;)

We'll see how it works out.
Personally, I'd rather take some NPCs on my Wing and enter a good 4v4 battle with challenging but reasonable opponents.

Of course - really perfect world - I could give the NPCs other tasks than just fly along by my side and escorting me. Discovery and Mining comes readily to mind at minimum.


I'm looking beyond that. Naval missions..... :)
 
On the dev update thread, is has been reported that NPC wings, of up to four ships, will be able to interdict a single player in solo mode. Additionally, players will not be able to hire NPC's of their own as escorts.

I'm primarily an explorer, so mounting heavy combat gear is a problem. Traders, and miners will have their own concerns.

Any ideas? Remember this is about solo mode, not the player groups that you can join.

Seems quite likely they could adjust the frequency of said wings of interdictors, considering they supposedly already make interdictions more common in Solo. I don't see the problem if it's a rare occurence in Solo. Some scary moments are good for the circulation. Too many could just be unpleasantly stressful.
 
I can't say I've noticed a huge difference in combat because I mow through them pretty quickly. I have noticed they're much better when you're docking and undocking. I don't have to push them out of the way in my Anaconda anymore.

Those of us in Cobra's, Adders, and below can feel the difference. :(
 
I go into USS all the time where there are multiple ships, as well as resource extraction points, conflict zones, etc. It's already not unusual in the game to have multiple ships targeting you. And I think many of us did the combat training missions which featured multiple enemies at a time. I'm not too worried about this, mainly because if you think about it we've already been dealing with multiple combatants.
 
I'd reckon (hope) that NPC Wings within instances will spawn with regard to and in a configuration aimed at matchmaking the Player's capabilities.

So perfect world - a Harmless Hauler guy might only see 2 Novice Sidewinders "ganging up" on him.
Consequently, that Deadly Anadonda Player might see i.e. 4 Competent Cobras to deal with instead. Hard to tell, as 4x the Firepower can easyly overwhelm even strong Ships with good Pilots.

If the matchmaking isn't working 100%, however, alot of greedy Traders unaware of the impending changes might get a surprise coupled with a steep learning curve ;)

We'll see how it works out.
Personally, I'd rather take some NPCs on my Wing and enter a good 4v4 battle with challenging but reasonable opponents.

Of course - really perfect world - I could give the NPCs other tasks than just fly along by my side and escorting me. Discovery and Mining comes readily to mind at minimum.

Sandro has stated that there will be no matchmaking scaling.
 
I go into USS all the time where there are multiple ships, as well as resource extraction points, conflict zones, etc. It's already not unusual in the game to have multiple ships targeting you. And I think many of us did the combat training missions which featured multiple enemies at a time. I'm not too worried about this, mainly because if you think about it we've already been dealing with multiple combatants.

Yes, but you are seeking out opponents. In this case, you will not know what opponents are seeking you until too late. I would pick a Viper, or other pure combat ship for your missions. Unfortunately for those of us whose missions are not primarily combat, it's the other way around. The other handicap is that escape and survival, not battle victory, is the goal.
 
A small ship may be forced to jump to another system. Then, sequential jumps to lose the attackers.

Has FD indicated that NPCs will gain some persistence in 1.2? Right now if you jump to SC from an NPC interdiction, that NPC is gone. New ones will spawn in, but the one that interdicted you can't follow.
 
Remember four ships can form a pyramid shaped box. Mass locking, or crossing a opponents field of fire is almost guaranteed.

We're talking NPC ships here. I think you over estimate the AI. BTW, I believe it's called a tetrahedron.

...
All this adds up to combat becoming the primary role, with all other roles secondary.

Offset by having trading be more profitable (with added risk). Exploration on the other hand may be an issue. Though, as you get further from populated space, don't NPCs become rarer? Shouldn't get interdicted too often.
 
Personally i would welcome this, if only there was a save game function or equivalent (full and free insurance or whatever), and an ability to form wings with NPC's.



As is, it's another nail in the coffin. Online mode's been killed by cheaters, offline mode by FD, and solo mode by all the punative sobs to the failed online mode.

I'm just hoping that a few years down the road they'll have no option but to salvage ED's assets to finally deliver a proper E4 without MP.

I have played Open since this game was released almost everyday, and I have never, ever, EVER seen a cheater. I am sure they exist, but they are FAR too rare to be considered the 'killer of Online mode'. Maybe a little exaggerated?
 
We're talking NPC ships here. I think you over estimate the AI. BTW, I believe it's called a tetrahedron. Offset by having trading be more profitable (with added risk). Exploration on the other hand may be an issue. Though, as you get further from populated space, don't NPCs become rarer? Shouldn't get interdicted too often.

Interdictions are occurring as far out as 500 light years from inhabited space.

I thought the mods would give me an infraction for using a fancy word for a Euclidean Solid... :)

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Has FD indicated that NPCs will gain some persistence in 1.2? Right now if you jump to SC from an NPC interdiction, that NPC is gone. New ones will spawn in, but the one that interdicted you can't follow.

There have been sporadic posts about NPC's with wake scanners.
 
I can dispatch a pirate who has interdicted me with between 6 and 8 mines by putting them directly behind me and flying straight, so my solution is a few more mine launchers.

The 11k bounty is always a nice bounty on a trade run.
 
On the dev update thread, is has been reported that NPC wings, of up to four ships, will be able to interdict a single player in solo mode. Additionally, players will not be able to hire NPC's of their own as escorts.

I'm primarily an explorer, so mounting heavy combat gear is a problem. Traders, and miners will have their own concerns.

Any ideas? Remember this is about solo mode, not the player groups that you can join.

Chaff, flares, point defense...... And lots of Speeeeeeeeed!
 
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