And to go off-topic for a moment, there in a phrase is for me the most disappointing change in 1.80, and one I'm seriously considering engineering from my game. I really hate the concept of them as a widespread part of the gameplay.Venator Dha wrote:... make a change from all the assassins
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Re: Proposal for 1.82: equipment balancing and choices
Are they so widespread? I thought they only went after you if you took certain types of contract - am I wrong?Thargoid wrote:I really hate the concept of them as a widespread part of the gameplay. [/color]
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Proposal for 1.82: equipment balancing and choices
For me the concept has no place in trunk at all. Fine as an OXP for those who want it, but not enforced in the vanilla game. The pirate concept can be a workable narrative on a galactic scale for a trading game , but the assassin one for me is stupid.
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Re: Proposal for 1.82: equipment balancing and choices
Seems like that for me... In the game I'm currently spending most of my time in I haven't got any contracts underway at all, (and haven't had in a while) but the assassins still sometimes try to take me out at the witchpoint.Cody wrote:Are they so widespread? I thought they only went after you if you took certain types of contract - am I wrong?Thargoid wrote:I really hate the concept of them as a widespread part of the gameplay. [/color]
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Re: Proposal for 1.82: equipment balancing and choices
Some of them do have long memories, that is true.Neelix wrote:I haven't got any contracts underway at all, (and haven't had in a while) but the assassins still sometimes try to take me out at the witchpoint.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Proposal for 1.82: equipment balancing and choices
Then you'd think they'd also remember that Clara is very well defended...Cody wrote:Some of them do have long memories, that is true.Neelix wrote:I haven't got any contracts underway at all, (and haven't had in a while) but the assassins still sometimes try to take me out at the witchpoint.
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Re: Proposal for 1.82: equipment balancing and choices
That would be a fun little pilot reaction add on. If you are Competent or higher some low skill pilots might come close enough to realize who you are, and turn tail and run "Oh crap, it's the _____! Run for it!" even if they haven't taken any damage
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Re: Proposal for 1.82: equipment balancing and choices
I like that ideamossfoot wrote:That would be a fun little pilot reaction add on. If you are Competent or higher some low skill pilots might come close enough to realize who you are, and turn tail and run "Oh crap, it's the _____! Run for it!" even if they haven't taken any damage
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Re: Proposal for 1.82: equipment balancing and choices
Especially if it's tied in with your reputation as a Bounty Hunter, but not an assassin, though.Neelix wrote:I like that ideamossfoot wrote:That would be a fun little pilot reaction add on. If you are Competent or higher some low skill pilots might come close enough to realize who you are, and turn tail and run "Oh crap, it's the _____! Run for it!" even if they haven't taken any damage
- Neelix
...actually, as an assassin, wouldn't it be neat if the more skilled you were in your targets were less likely to notice you and run as you closed in (for handwavium reasons, reflecting your stealth or ability to be discrete)? While as a bounty hunter with high fame would scare pirates off before they attack. Or if you were a pirate, trading vessels and escorts would either flee or fight as soon as you showed up on radar without waiting for you to strike first. Or is that how it already works in 1.80?
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Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
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Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Re: Proposal for 1.82: equipment balancing and choices
This is basically how it already works (including your previous suggestion that high-skill pilots sometimes have their ship be so well known people know not to attack it), though the trading vessels preemptively fleeing is only in 1.81, and there's no way for the player to gain assassin reputation.mossfoot wrote:...actually, as an assassin, wouldn't it be neat if the more skilled you were in your targets were less likely to notice you and run as you closed in (for handwavium reasons, reflecting your stealth or ability to be discrete)? While as a bounty hunter with high fame would scare pirates off before they attack. Or if you were a pirate, trading vessels and escorts would either flee or fight as soon as you showed up on radar without waiting for you to strike first. Or is that how it already works in 1.80?
Re: Proposal for 1.82: equipment balancing and choices
Is there any kind of in-game cue to that effect? If not, it should be added to the next communications pack
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Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
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http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Re: Proposal for 1.82: equipment balancing and choices
I think there is a communication set on the "leave the area without firing a shot" behaviour, though so far nothing actually defines it.mossfoot wrote:Is there any kind of in-game cue to that effect? If not, it should be added to the next communications pack
Re: Proposal for 1.82: equipment balancing and choices
That would be great!mossfoot wrote:That would be a fun little pilot reaction add on. If you are Competent or higher some low skill pilots might come close enough to realize who you are, and turn tail and run "Oh crap, it's the _____! Run for it!" even if they haven't taken any damage
Re: Proposal for 1.82: equipment balancing and choices
In the game already we have the bounty hunter role that is barely used for anything. Why do we need an assassin role at all? It's needless duplication and yet more stuff to support in a shipset.
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Re: Proposal for 1.82: equipment balancing and choices
I'm happy to have assassins in the core game, they are however far too numerous. Is this because carrying multiple packages/passengers stack the chance of attack? (Also they are only at the witchpoint, once that's cleared I'm pretty much free from attack).Thargoid wrote:And to go off-topic for a moment, there in a phrase is for me the most disappointing change in 1.80, and one I'm seriously considering engineering from my game. I really hate the concept of them as a widespread part of the gameplay.Venator Dha wrote:... make a change from all the assassins
I would like an attack to be an occasional (and welcome ) surprise, not something I expect when jumping into every, even somewhat, dangerous system.
The problem is that with the AI as it stands now, a pure courier would hardly ever be attacked if the frequency was reduced .
A solution could be that, If some of the Pirates also had an assassin role as well, then they would attack couriers. This would be like someone hiring a local thug to stop the delivery of those incendiary Zero-G Cricket videos. A real assassin is for when I'm carrying sensitive materials.
This is really a question of getting the balance right, and adding variation to the game.
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