cim wrote:A couple of possibilities:
- send the NPC's ship script (and plist AI, if it has one) the quirium cascade event. That should get them running, but might give odd comms messages as a result.
- if the ship is a carrier, giving it "restricted" allegiance will get NPCs to stay well clear: outside scanner range, most of the time. If it's not a carrier, a small dock just big enough for shuttles could be added
To get the NPC's to move away, would the following work?
Code: Select all
this.ship.target.target = this.ship;
this.ship.target.performFlee();
Surely this would make the NPC turn around and flee?
Cody wrote:The cruiser is too large anyway, in my opinion - it needs to be smaller.
Agreed, I'm using the Thunderchild as an example for a cruiser, but it would probably work better as eye-candy on a mission or near the Navy HQ. A carrier would be better suited to this size, and then the
"allegiance" = "restricted";
would work to keep the NPC's away from the carrier and it's fleet. A cruiser would ideally be about half this size and better armed. A carrier should be lightly armed, but have a large escort fleet to engage hostiles.
Diziet Sma wrote:Speaking personally, it seems a little strange to me that the cruiser would get involved in such a minor task, one more suited to its' escorts.. you don't generally use a sledgehammer to swat a fly. I'd only expect the cruiser to engage the player if it turns out that the escorts have bitten off more than they can chew.. (or maybe launch some backup, if it has carrier capabilities
That would probably be better, maybe the cruiser should only engage the hostile (NPC or player) if the hostile attacks the cruiser.
Unfortunately, as previously stated I have no modelling experience whatsoever, so I myself won't be able to create a cruiser or carrier. I like Gimi's idea of having the ships having an Imperial White texture colour, and they should carry the
HIMSN logo/emblem - if anyone has ideas for this I'd be grateful for some direction on this?