Commander McLane wrote:Switeck wrote:Commander McLane wrote:So what would probably be needed is a laser with high range but lesser punch, that would allow a bunch of pirates to hammer at the player as soon as they detect him, but still leave him a chance of survival.
The Thargoid laser has the range and lower hitting power. Pirate ships using it could even color it red so it doesn't LOOK like the Thargoid's laser.
It is also omnidirectional, which disqualifies it as an alternative to standard lasers.
If the Thargoids don't have a unique, scary weapon, why have them in the game in the first place?
NPC ships already use a laser that can fire off-center of directly forward or to the rear. Omnidirectional may look wrong, but it would make them more effective. Maybe on a turret?
But...Thargoid Lasers are not a particularly unique or scary weapon. They hit from decent range (~20 km?), but do worse damage than a pulse laser and don't seem to fire as fast as one (when the player uses it) either.
A few NPC ships using military lasers is balanced enough, considering their rate of fire is likely lackluster anyway. The faster ships, such as escorts, shouldn't need military lasers...they should already be able to close the distance quickly.
Having a ship "roll some dice" when created to determine how well equipped they are and how skilled the pilot/s are seems the best compromise. More/most ships should have ECM, just to avoid 1 missile obliterating them. Shield boosters could possibly be rarer on account of their costs. Injectors are so useful that they should be more common even on "slow" ships.
While a poorly-equipped ship might have a good pilot, just to stay alive... few really well-equipped ships should be piloted by idiots, at least not for long!
Fight-or-flee behaviors for NPC ships definitely needs improvements. Traders currently ignore almost everything around them...and even when they're under attack by hopeless odds often continue to go towards the attackers while sending out a distress message.
Finding and reacting to friend and foe is a large part of this. I discovered this to my surprise/frustration when doing pirate versus Thargoid tests. Pirates do not react to Thargoids in any way till they are attacked by them. Unless the pirates in the area are all in 1 group, they do not assist or flee...so Thargoids can kill them 1-by-1. Getting pirates to react better to non-prey (but hostile) ships seems extremely difficult.
I've heard NPC ships are randomly given a 6oclock (tailchase) or 12oclock (head-on) attack pattern/goal...as well as possible others, such as the losing "strategy" of making an off-center first pass. How quickly they break off their attack or even turn-to-flee if getting repeatedly hit seems hard-coded, though at least I can make fleeing happen sooner with medium/low energy checks.
On another thread, it was pointed out that carrier ships (Giant Ray from Commies! OXP) basically drop what they're doing and stop to accept docking ships. Why ships would be docking in the middle of a furball...seems a little strange.