Why is this a thing?

Cant the AI just have the same rules as players? No power plant should mean a BOOM or a floating wreck.
 

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Why? 0% power plant is not an instakill for players.

For players and NPC’s, further damage to PP at 0% does have a chance to kill, though.

Power plant integrity:

Malfunctions start at around 70% integrity when taking further damage. The effects are as follows:

- malfunction, integrity above 0%: output briefly reduced to 40% normal

- malfunction, integrity at 0%: output briefly reduced to 20% normal, risk of catastrophic failure resulting in ship destruction

- no malfunction, integrity at 0%: output permanently reduced to 50% normal

  • I believe a PP at 0% can be restored to 1% by rebooting.
 
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Why? 0% power plant is not an instakill for players.

For players and NPC’s, further damage to PP at 0% does have a chance to kill, though.

Power plant integrity:

Malfunctions start at around 70% integrity when taking further damage. The effects are as follows:

- malfunction, integrity above 0%: output briefly reduced to 40% normal

- malfunction, integrity at 0%: output briefly reduced to 20% normal, risk of catastrophic failure resulting in ship destruction

- no malfunction, integrity at 0%: output permanently reduced to 50% normal

  • I believe a PP at 0% can be restored to 1% by rebooting.
0% should mean a shut down, cant fire or boost. MUCH LESS GET SHIELDS BACK AND CONTINUE TO FIGHT AS IF AT 100%. Im not looking for an argument, for a game that is based around a lot of science and physics 0$ powerplant should mean something other than "NPC ignores 0% 50% of the time."
 
0% should mean a shut down, cant fire or boost. MUCH LESS GET SHIELDS BACK AND CONTINUE TO FIGHT AS IF AT 100%. Im not looking for an argument, for a game that is based around a lot of science and physics 0$ powerplant should mean something other than "NPC ignores 0% 50% of the time."

It's not an instant boom for you, the pp still provides 50 percent of its power output and AI is just better at distributing that power than you are...
 
NPCs ignore a lot of things. Heat, certain weapon experimental effects seem to not work on them, they deinstance themselves and reinstance at 100% shields/health often enough with a different weapons load out. NPCs do not play by the same rules we do. This is true for a lot of other games as well.

We could do an open letter?
 
Cant the AI just have the same rules as players?

In this, and most other way that don't involve persistence, they do.

0% should mean a shut down, cant fire or boost. MUCH LESS GET SHIELDS BACK AND CONTINUE TO FIGHT AS IF AT 100%. Im not looking for an argument, for a game that is based around a lot of science and physics 0$ powerplant should mean something other than "NPC ignores 0% 50% of the time."

0% is 50% output and NPCs are usually built to allow shields to come back up at 50% power; ships that have unusually large shield generators for there PP size are the exceptions to the rule, but behave as they should. CMDRs play by the exact same rules here.

Every hit to the power plant after reducing it to zero integrity has a chance to cause the the ship to explode. It usually doesn't take long to get a ship to pop after this point.

NPCs ignore a lot of things. Heat, certain weapon experimental effects seem to not work on them, they deinstance themselves and reinstance at 100% shields/health often enough with a different weapons load out. NPCs do not play by the same rules we do. This is true for a lot of other games as well.

We could do an open letter?

Heat and experimentals affect NPCs the same way as CMDRs. About the only difference when there isn't any instance change is that NPCs cannot use FA Off, but we can.

Impersistence is a problem, as it's frequently not the same NPC as before.
 
Cant the AI just have the same rules as players? No power plant should mean a BOOM or a floating wreck.
Then what would we do in the cases of 0% PP and 0% hull?
 

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Cant the AI just have the same rules as players? No power plant should mean a BOOM or a floating wreck.
... but no powerplant doesn't mean boom for a player?

0% powerplant means a reduction of 50% (60%?) power output. Also, if you continue wailing on the power plant at 0%, each hit has a very small chance to instantly kill. MCs and beams are great for this.
 
Why is it lately that so may folks are so hard to help?

Used to be that when a question got answered, there was at least a “thanks” or something. Seems like those days are over.
You know, I work a lot with Generators in the Military, if you think a "gameizem" of an answer is just ok, that's fine for you. however if the housing integrity of a Generator is so compromised that you could call it 0%, its not working, its shut off, or it goes boom. So if you want to take a high road of "just eat this excuse of an answer so we can move on" your part of the cancel culture going on.

This...Is sad programming...a cope out to a situation within the AI programming that is "just easier" to make it affect the AI different then a Player.

I would rather deal with 2x times the amount of NPC ships and they die just as easy as player ships, than deal with NPC ships that are ignoring 72% of the status affects built into the game, it makes experimental like thermal cascade pointless vs NPCs. Makes a game that's well built turn to "meta" builds where there is always just one build everyone should do and everything else is useless.
 
You know, I work a lot with Generators in the Military, if you think a "gameizem" of an answer is just ok, that's fine for you. however if the housing integrity of a Generator is so compromised that you could call it 0%, its not working, its shut off, or it goes boom. So if you want to take a high road of "just eat this excuse of an answer so we can move on" your part of the cancel culture going on.

This...Is sad programming...a cope out to a situation within the AI programming that is "just easier" to make it affect the AI different then a Player.

I would rather deal with 2x times the amount of NPC ships and they die just as easy as player ships, than deal with NPC ships that are ignoring 72% of the status affects built into the game, it makes experimental like thermal cascade pointless vs NPCs. Makes a game that's well built turn to "meta" builds where there is always just one build everyone should do and everything else is useless.


You know what, dude? you are bleeping welcome. I didn't write the damn game but I did answer your question. Welcome to the Pwincess Tantwum Forums. Powder room is to the left.
 
Except we aren't shooting at mere gas or electric generators, you know these things can be fueled by STARS right? Nobody cares nor is it relevant that you work on real world things when discussing things in a game that are a thousand+ years ahead of us in all aspects. I'm GLAD they changed it from ships popping at 0%, it made fights super fast but SUPER easy, target one module that is pretty damn easy to shoot depending on the ship and it cuts the fight down to idiotic levels. Now the ship has a small chance to at least fight back.
 
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You know, I work a lot with Generators in the Military, if you think a "gameizem" of an answer is just ok, that's fine for you. however if the housing integrity of a Generator is so compromised that you could call it 0%, its not working, its shut off, or it goes boom. So if you want to take a high road of "just eat this excuse of an answer so we can move on" your part of the cancel culture going on.

That's because the percentage doesn't measure the same thing, that's been pointed out clearly above, if I put a bomb under a generator and blow it up that's gone and supplying 0% power, but the 0% here isn't measuring power output, that's a different metric and we can see that clearly because it's still supplying 50% power, and when it gets destroyed it's supplying 0% power and your ship goes boom.

And this bull about cancel culture, just who do you thinkg you are? This is how the game works, it's been explained this is how the game works, your experience with military generators has zero value here beause this is indeed a "game"!
 
You should divorce yourself from the notion that Elite is ultra-realistic. All sorts of compromises are made in the name of gameplay. Power plants operating at reduced capacity at 0% integrity is at least easy to sort of head canon away, as opposed to something like ramming a ship into the side of a station at 600m/s and not instantly dying.
 
0 is 40% output I believe, not 50%.

But yes, keep hitting that 0 PP, they’ll explode.

A normal malfunction, which can occur at 80% integrity or below (and has a chance of occuring per hit to the module, seemingly irrespective of damage) knocks output down to 40%. A critical malfunction, which I'm not sure is even present any more, used to occur when the PP was reduced to 0% integrity, after which the PP would stabilize at 50% output, until the PP was repaired or the ship destroyed.
 
I'd be really glad if 0% PP would mean 0% power output instead of ~50 (how does it even make any sense?...) shut down the ship at least, and maybe keep the same rule of damage to zero risk of instant ship destruction.

But I would be super glad if PP, and well... most modules internal and external, were harder to take out.
 
I'd be really glad if 0% PP would mean 0% power output instead of ~50 (how does it even make any sense?...) shut down the ship at least, and maybe keep the same rule of damage to zero risk of instant ship destruction.

But I would be super glad if PP, and well... most modules internal and external, were harder to take out.

Been explained, because the percentage you are seeing is not a measurement of power output, I don't see how that can be any simpler!
 
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