Search found 170 matches

by CmdrLUke
Tue Mar 26, 2013 7:17 pm
Forum: Expansion Pack
Topic: [RELEASE] Skilled NPCs (1.77 only)
Replies: 51
Views: 30560

Re: [RELEASE] Skilled NPCs (1.77 only)

Why does the NPC ship open fire on me, take my shields down, and blow me away, when I should have the shields to withstand it's shots for much longer than they are lasting? But on the other hand, why are you able to do it so easily to the NPCs (in the core game, once you're iron-assed)? There so ma...
by CmdrLUke
Tue Mar 26, 2013 6:56 pm
Forum: Expansion Pack
Topic: [RELEASE] Skilled NPCs (1.77 only)
Replies: 51
Views: 30560

Re: [RELEASE] Skilled NPCs (1.77 only)

The actual intention has been to make the player just another entity in a dynamic universe that proceeds with or without them. This is one of the key elements of addictiveness in the game and that is how Oolite has always been advertised. I read this a lot here, and I think there is one aspect wher...
by CmdrLUke
Mon Mar 25, 2013 9:04 am
Forum: Suggestion Box
Topic: New methodology for damaging ships...
Replies: 17
Views: 7485

Re: New methodology for damaging ships...

Shipbuilder wrote:
DH I like this idea very much.

It would give the game yet more variety.

I think however that it would be best to be kept as a rare event.
Maybe one or two systems per galaxy, max. I like going fast :)
by CmdrLUke
Sun Mar 24, 2013 12:40 pm
Forum: Outworld
Topic: Elite: Dangerous - Design Decision Forum
Replies: 396
Views: 128612

Re: Elite: Dangerous - Design Decision Forum

And this, Ladies and Gentlemen, is why Oolite is and always should be, a single player game, because anything else is too ruddy complicated! Amen. Each of the proposals reads like a legal document. Bleh, that's not fun. Elite's about flying & fighting & trading in an open universe while bel...
by CmdrLUke
Fri Mar 22, 2013 5:52 pm
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

OK, armoury 1.12 is now uploaded with a switchable version of AMS, and a different pricing structure for both the launcher and the missiles to make them much better value. The AMS auto-activates on launch, but can be deactivated (and reactivated) as primable equipment using n and shift-N or whateve...
by CmdrLUke
Fri Mar 22, 2013 5:01 pm
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

I think the spiral 'grows' with distance and if you are flying away the missile travels further before it catches up with you. This is a good thing though, as it makes the spiral easier to interpret and therefore predicting the missile's trajectory is easier. The knack is not to try to shoot at the...
by CmdrLUke
Fri Mar 22, 2013 3:18 pm
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

Those 1K Cr darts are just too darned pricey. When you want it cheap, just use your laser. Use shift-T to target the missile and aim well. :D After some practice I manage to hit 1 out of 3 missiles. Not using ecm saves some valuable energy. You just have to know when to give up. e.g. some missiles ...
by CmdrLUke
Fri Mar 22, 2013 3:16 pm
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

...use your aft laser... What he said. Do missiles actually not spiral as much if you're using the front view? If we're in a "player is not special" universe, why would the view I'm currently looking out of cause a missile to behave differnently? That's gotta be some pretty wild hand-wavi...
by CmdrLUke
Fri Mar 22, 2013 2:21 pm
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

Currently there isn't as it was written before pitiable equipment was introduced. But one could easily be added, I'll put it on my to do list. I may also review pricing of things like the darts. As long as we're dreaming, it would be cool to have a manual mode where you can target a specific incomi...
by CmdrLUke
Fri Mar 22, 2013 11:56 am
Forum: Testing and Bug reports
Topic: Cargo Contracts MOD for Oolite v1.77 and v1.79!
Replies: 77
Views: 88887

Re: Cargo Contracts are buggy in Oolite v1.77!

All good considerations. Increasing the scope of decisions, adding more tradeoffs, is what adds to the fun. Plus a little bit of common sense (longer hauls = more Cr., more rep) Time is definitely a better decay criterion than # of jumps. Why would a reputation decrease from +7 to zero because some ...
by CmdrLUke
Fri Mar 22, 2013 11:26 am
Forum: Discussion
Topic: Missile Help
Replies: 45
Views: 12898

Re: Missile Help

On this subject, I would recommend getting an Automatic Chaff System (or ACS for short). This is a missile defence system that blows out a cloud of chaff for hardhead missiles and activates the ECM for standard missiles. Since getting it, 9 times out of 10 (probably better than that) I've survived ...
by CmdrLUke
Fri Mar 22, 2013 11:11 am
Forum: Testing and Bug reports
Topic: Cargo Contracts MOD for Oolite v1.77 and v1.79!
Replies: 77
Views: 88887

Re: Cargo Contracts are buggy in Oolite v1.77!

Yes, and...? Why should your rep drop while you are successfully fulfilling your contracts and actively engaged in at least one at some point? There's no guarantee you'll actually pass any of the contracts you have underway, though. Why should your rep stay high just because you're carrying around ...
by CmdrLUke
Fri Mar 22, 2013 8:37 am
Forum: Discussion
Topic: Seedy space bar emergencies -- where's the beef?
Replies: 16
Views: 6598

Re: Seedy space bar emergencies -- where's the beef?

which are RH bad guys, but for some reason they had been created as Clean and non-aggressive, so that seems to be an issue... They are created clean on purpose, because they have not committed any crime when added. They only start getting offenders when they start scooping the mining pods. As long ...
by CmdrLUke
Fri Mar 22, 2013 6:42 am
Forum: Discussion
Topic: Seedy space bar emergencies -- where's the beef?
Replies: 16
Views: 6598

Re: Seedy space bar emergencies -- where's the beef?

do they appear within scanner range? I had to look it up myself: this.setUpMiningpodThief(system.addGroup("pirate", this.anyInt(5,10), pos, 35000)); 35 clicks away from the station, so definitely outside scanner range. One unintended problem of that mission is that the pirates start scoop...
by CmdrLUke
Thu Mar 21, 2013 7:18 pm
Forum: Expansion Pack
Topic: UPS-Courier
Replies: 167
Views: 157924

Re: UPS-Courier

It was a fix in the script of the scooped escape capsules. For your current saved game, this fix will already be to late. :( I had to uninstall 1.8.3 and go back to 1.8.2: with 1.8.3 I'm getting blank UPS screens, and just now I got a blank "parcel mission" screen with a background of &qu...