I am Dangerous rank now, but I'd fail this test intentionally just so I dont have to deal with the crazy Elite cobras and Deadly FAS that keep on intercepting me.
The original idea has merit, but yea, this would be tempting, too.
I am Dangerous rank now, but I'd fail this test intentionally just so I dont have to deal with the crazy Elite cobras and Deadly FAS that keep on intercepting me.
Spawning npcs according to rank is another word for "level scaling", the worst game technique used, when devs are lazy to design the game properly. Robs players of choice and achievement and is opposite to player immersion and fun.
Any sane game would spawn progressively harder enemies in zones that are progressively more profitable (in any way...). Logical and clean. Where it is safe, prices are down. Buy where safe, sell where dangerous (for profit) or grind in safe zone.
Mine gold with other losers safely, mine painite with the (dangerous) pros.
But no, in fdev, pirate in anaconda will attack you over five tons of copper. I wish fdev could wake up.
Obviously, exploration could be the same, but fdev would rather work on perfectly balanced bobbleheads and rng-grind engineers, that 90% of players hate for poor game design.
(kudos to gui and other nongame design departments, looks really good)
Well, since your rank can supposedly affect the number of high rank NPCs you will see, it isn't a crazy idea.
How do you progress in faction ranks?
You earn standing, and then you go pick up a special mission. Complete the mission and you get a rank with your chosen faction, right?
So if you want a combat rank, you go and shoot ships until you've earned enough reputation for the Pilot's Federation to boost your rank, then go do a mission just like you do with factions. Only these missions shouldn't be pushover easy gimme getouttamyway so I can get back to grinding missions, they should reflect the rank you're earning.
IMake the Elite rank for trader require them to fly an unshielded T9 halfway across the bubble carrying Palladium they bought with their own credits.
That'd be fantastic.
Spawning npcs according to rank is another word for "level scaling", the worst game technique used, when devs are lazy to design the game properly. Robs players of choice and achievement and is opposite to player immersion and fun.
Any sane game would spawn progressively harder enemies in zones that are progressively more profitable (in any way...). Logical and clean. Where it is safe, prices are down. Buy where safe, sell where dangerous (for profit) or grind in safe zone.
Mine gold with other losers safely, mine painite with the (dangerous) pros.
But no, in fdev, pirate in anaconda will attack you over five tons of copper. I wish fdev could wake up.
Obviously, exploration could be the same, but fdev would rather work on perfectly balanced bobbleheads and rng-grind engineers, that 90% of players hate for poor game design.
(kudos to gui and other nongame design departments, looks really good)
What kind of res site?
Vague, useless comments like this show just how little everyone knows about what factors go into NPC spawns. If you're Harmless rank you're expected to keep your silly little derriere in a low RES unless you WANT to find Dangerous and Elite NPC's.