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Thread Statistics | Show CCP posts - 10 post(s) |
Gierling
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Posted - 2005.09.01 19:38:00 -
[31]
Question, can we get commander's in smaller ships.
Say an officer in an intie, etc on down the line.
That way we could get faction frigs and cruisers without agent whoring.
Also I'm assuming the Angels will be getting a new destroyer model along with Sansha... will these drop BPC's. Or will BPC's be available.
BTW Thank you
Bastards we are lest Bastards we become. |
MOS DEF
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Posted - 2005.09.01 20:11:00 -
[32]
Very interesting. I found rattring allways pretty boring but this mightchange that quite a bit. Can't wait to see this.
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SengH
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Posted - 2005.09.01 20:15:00 -
[33]
Edited by: SengH on 01/09/2005 20:19:23 Will the npcs be getting faction destroyers and battlecruisers to go along? Or will they be using the empire models? Sorry if this was mentioned already elsewhere.
Edit: Also I'd like to inquire about Empire navys(for those of us running pirate missions)... will their npcs be getting similar upgrades? I'd rather find about it now than warping into a group of 6 Vagabonds
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Jonkai
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Posted - 2005.09.01 20:19:00 -
[34]
Changes sound good, but a couple of questions:
1. Are we going to get mods that can counter ECM (Guristas Jammers), taking into account that even tech ii backup arrays are naff?
Or will I need a fair few other friends to kill these little peeps.
2. Are the loot drops going to get looked at i.e. BS's drop BS sized loot.... not named, but normal tech i items, rather than the current trend of BS's drop tech i frig AB's or MWD's?
Nice to see some different NPC ships though.
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babylonstew
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Posted - 2005.09.01 20:23:00 -
[35]
Edited by: babylonstew on 01/09/2005 20:26:37 me not liking the look of nossing npc's in my closerange ships now
and target jamming, tracking disruptors etc...,that is some serious heavy stuff.
i can see missions becoming more like facing a gate camp then shooting dumb rats,fun and scary at the same time
EDIT: can NPC's have playertype lock ranges and lock times aswell, give us a chance to get the jammers in first?, also, can we use tracking disruptors etc... on them?
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Kerm
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Posted - 2005.09.01 20:23:00 -
[36]
Edited by: Kerm on 01/09/2005 20:24:46 Edited by: Kerm on 01/09/2005 20:24:05 It all sounds good to me. However id like to ask if any of these changes will include the following:
1: Will NPC still be able to target us from insane ranges. Or will they only target once we are in their range, and allow different factions to have different targetting range.
2: The aggro factor. Will NPC still focus mostly on 1 person, like to jump in and draw fire/attention allowing the other players who jump in later to attack safely or will NPC now start to break off and attack the new aggressors, so anaylzing new threats.
It all sounds great though. About time the new ship classes are brought in as NPC
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HippoKing
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Posted - 2005.09.01 20:49:00 -
[37]
erm... what are you gonna do about warp scramming rats?
looking at the guristas in particular, several of the current types that scram are being made into BCs or destroyers - will they still scram in these ships?
or maybe only inties/AFs will scram (elite frigs)
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Tryvus
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Posted - 2005.09.01 20:58:00 -
[38]
Is this going include some of the bonuses available on the respective pirate faction battleships? For example, Blood Raider battleships will be cap draining from 70km?
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Domatavus Fallatus
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Posted - 2005.09.01 21:09:00 -
[39]
i just REALLY hope you finally gonna fix the crystal change bug along! together with the HUGE lag me and my buddies have been experiencing it's already hard enough if you have modul activation lag of ~1 min, not to talk about hitting sth and helping a m8 with remote rep cos even though you are in range you can't activate it and if you, there's still the module lag .....
how is the server going to handle this massive amount of new things to be calculated?all thoose things require additional cpu resources, can't imagine that now really...
oh and in general... time to give pvp some love instead of bloated pve all the time -,- ------- My Posts only reflect my personal Opinion and NOT thoose of my Corp
Would YOU like to know MORE?
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Necrologic
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Posted - 2005.09.01 21:12:00 -
[40]
Sorry if this was already asked... It looks like npcs are going to get alot stronger, will their bounties be increased accordingly? Or will they just become more difficult?
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John McCreedy
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Posted - 2005.09.01 21:13:00 -
[41]
I have a concern with the Remote shield/armour repairing. Rats have infinate cap which is going to make it very hard to take them down and considering how hard the 10/10 complexes are now, you're going to need an entire navy to complete them.
How about giving each NPC ship class a Cap proportional to their rank and Player ship equilivent?
What I mean is for example, the lowest ranked BS Rat gets a similar cap to a Teir 1 Player BS and you go from there.
Make a Difference
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Darmed Khan
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Posted - 2005.09.01 21:39:00 -
[42]
Will the lock range of NPC's be modified? Getting locked by a frigate from 200k is a bit unrealistic
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RedClaws2
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Posted - 2005.09.01 21:57:00 -
[43]
I'm gonna seriously get my ass kicked :(
/me thinks the scorpion will look nicer by EW'ing the rats then killing em.
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Joshua Foiritain
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Posted - 2005.09.01 22:12:00 -
[44]
Edited by: Joshua Foiritain on 01/09/2005 22:16:22 Interesting, though the idea of having npc hacs and support ships nossing+violently molesting my hac scares me deeply
Edit: What use will cov ops npcs be? Will NPC gank sqauds start warping into your at their optimal range?
Edit 2: How will this affect mission difficulty? ------------------
[Coreli Corporation Mainframe] |
Letouk Mernel
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Posted - 2005.09.01 22:29:00 -
[45]
It looks like you're moving towards NPC's helping each other and acting in groups, much like every other (fantasy) MMO game already has. Linked NPC's that are impossible to separate via pull tactics, and all that.
I just want to mention that, if that's the case, you need to control the strength of the whole group; nerfing the firepower of the EW NPC to "balance" these extra abilities doesn't do much, if the rest of the group will rip you to shreds while you're being jammed.
It doesn't mean making the straight damage NPC's less powerful; you just need to make sure that we aren't overwhelmed by a massive spawn. Some missions, especially deadspace, aren't quite positioned right, and although they're rated as low danger, you jump in and are immediatelly aggroed by the entire complex. Bad positioning, basically.
If you intend that a solo player should still be able to take on a group of say, 3-5 NPC's, then with these new abilities you better make sure that it's 3-5 NPC's, and not 28 all at once.
That's all I'm saying.
Later on when this is all widespread and thoroughly debugged, we can talk about adding aggro-control modules. You know, taunt, mez, and all that. And AoE effects. I'm sure you're looking forward to it.
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SengH
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Posted - 2005.09.01 22:34:00 -
[46]
lol at least the rats havent gotten smart enuff to use smarties and drones yet.... I hope....
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Mountaineer
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Posted - 2005.09.01 23:15:00 -
[47]
What types of ships will be able to web and warp scramble? Will it continue just to be interceptors or other elite ships too?
POD COMMANDER 4TW! |
j0sephine
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Posted - 2005.09.01 23:21:00 -
[48]
Seeing how the NPCs are being changed to resemble the player-controlled ships, will the spawn sizes be modified to reflect it?
I mean, there's typically little chance for single ship to defeat a group of ships when each of them is comparable in strength to the lone attacker. Currently players overcome this by utilizing superior range and extreme tanking setups to survive long enough to deal enough damage to kill the NPC groups... but if the NPCs become to target jam, sensor damp, disrupt tracking and drain cap, the player is effectively put in situation where they have to fight at 1:5 or worse odds... and the whole thing turns into war of attrition where a group of NPCs with 5+ times more hp total has clear upper hand.
Just wondering if with these new changes the NPC spawns shouldn't be 'compacted' -- say, what is now 3 separate NPC frigates each with its single turret, would become merged into single frigate with 3 turrets and the optional new tricks up the sleeve (draning, jamming, tanking, whatever) ... the resulting firepower is the same, but the advantage is the NPC ship now acts more like human-controlled counterpart, without at the same time having the overwhelming advantage in hp ... and the servers could possibly like it too, seeing how instead of managing complete AI for large number of ships, they'd have less ships to pilot, and the rest would be simple 'gunner' AI -- open fire, switch ammo to get the optimal range, etc.
... just a thought o.O;;
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Gierling
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Posted - 2005.09.01 23:35:00 -
[49]
Belt Ratting will become a multiplayer affair.
Bastards we are lest Bastards we become. |
Letouk Mernel
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Posted - 2005.09.01 23:45:00 -
[50]
Edited by: Letouk Mernel on 01/09/2005 23:45:18
Ah, but then they'd have to triple the bounty rewards for killing each NPC, as well as deal with players being disappointed that they can't kill whole fleets.
It's the whole COH vs. EQ1 style of play, where in CoH you're solo (or small group) taking on groups of 20+ villains, and in EQ you have a 40-person raid trying to kill 1 NPC and failing.
First they need to modify the UI to clearly warn us which ship is doing the special things; because it's not clearly obvious, and I'd rather see a text line or a log confirming the in-flight graphical effects that the client plays for me, which I may not know what the heck they are.
Second, I'm hoping they have seriously bug-free control over exactly how many NPC's in the group have these powers, and how the group is protecting them, vs. the group's size and overall tactics.
And third, I'm hoping they remember the limitations that the players have, because they make sense for the NPC's too, especially ranges, % effectiveness, fitting limitations, and capacitor drain of these modules.
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Warm0nger
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Posted - 2005.09.02 00:03:00 -
[51]
Oh man.. rat hunting in 0.0's gonna kick ass :) Good loot & hopefully better bounties (for battlecruisers, more bs types, etc) ---------------------
Eve Spawn Grounds
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Nifel
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Posted - 2005.09.02 00:10:00 -
[52]
Will NPCs stop cheating in complexes and no longer move at interceptor speeds?
"We wield swords for the sound of laughter that used to be there long ago." |
Leshrac Shepherd
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Posted - 2005.09.02 00:54:00 -
[53]
Can we get killmails for the officers? ;)
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |
Urza Rast
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Posted - 2005.09.02 01:00:00 -
[54]
It would be great to know how this will change the missions and the difficulty of them.
Will I start needing to group for lvl 3 missions
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Leshrac Shepherd
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Posted - 2005.09.02 01:08:00 -
[55]
Will they smacktalk in local?
Seriously, I'm very happy with these changes, we might actually end up killing npcs for fun instead of doing it just for money.
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |
Elenia Kheynes
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Posted - 2005.09.02 01:33:00 -
[56]
When should we expect npcs pirates to start deploying warp bubbles at the gates ?
Dear friendly customer... Can I have your money ?
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Urza Rast
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Posted - 2005.09.02 02:04:00 -
[57]
Edited by: Urza Rast on 02/09/2005 02:05:29 Edited by: Urza Rast on 02/09/2005 02:05:13
Originally by: Leshrac Shepherd Will they smacktalk in local?
WOW that would freak me out at times and make me laugh like crazy if the npcs started smacktalking. Corp chat --> "Crap guys there is that player pirate in the system that is RPing, totally F'en with me."
It would be cool it a elite type would do that so you had some idea that one was in the system belts or was after someone.
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EternalDark
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Posted - 2005.09.02 03:13:00 -
[58]
This is fantastic! To bad I wont be able to enjoy it because my raven will be useless. Please Tomb, add in a traking computer for missiles.
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Gner Dechast
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Posted - 2005.09.02 08:06:00 -
[59]
TomB,
Please also fix standings/aggression for NPC's.
Makes no sense to do missions for NPC pirate faction and get great standings and still getting attacked on every corner by them... sometimes resulting in self defence which affects those hard worked standings negatively
It cannot be too hard to place one IF(character->factionStandings(nNPCFaction) >= 5) spawn->Aggress(0) or whatever like that into the code
It is BAD RP atm to have faction that thinks you're the best guy in Eve attacking you onsight.
If you think this would warrant too easy mining in their space, which I personally think would only be proper bonus for getting high standings, then you could say "xxx'es are protecting their assets which they consider belts to be a part of" and have them aggro in belts but not at the gates. By same logic it would be understandable to have highstandings rats initiate aggression when you enter a complex where they are supposed to aggro automatically, protecting that asset.
So, at the very least, PLEASE, let that high standings help mission runners do their JOB jumping gates to do the factions bidding without getting attacked by that same faction...
Cheers!
^gardener |
N1fty
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Posted - 2005.09.02 08:17:00 -
[60]
Originally by: Leshrac Shepherd Will they smacktalk in local?
Classic .
I like that npc's are becoming more player-like, improves our resiliance to player rats if the npc's are doing everything players can. Anything that makes missions more challenging is great, missions are boring when i know i'm going to win. I also like the idea of warping into a belt and finding the life sucked out of me, but being able to drain cap back
Ive been waiting for these changes for ages! .................
N1fty -"CKN Recruiting Sergeant" |
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