![Sad :(](./images/smilies/icon_sad.gif)
The behaviour seemed much better than before, they attacked in groups, and they didn't flee without reason.
Moderators: winston, another_commander
A virgin Jameson at Lave: sell all 3 missiles and the pulse laser, buy 8TC of furs/platinum and top-up with food, jump to Zaonce (reasonable chance of a clear run), dock and sell all for about 650Cr (with a favourable dice roll), buy fuel scoops and 4 missiles, go find an abandoned hermit... piece of cake!Fritz wrote:For a Jameson, this would be a fortune!
I'm not sure, I would go treasure hunting with a pulse laserFritz wrote:For a Jameson, this would be a fortune!
I'm fairly sure, I'm not spawning any more pirates than necessary. What I'm suspecting here, is that those are core pirates that don't leave the station vicinity. They use configurationSetDestinationToPirateLurk in their ai and the documentation says: "If currently on a lane, set the destination to the current position". If the hermit is on a lane, they would possibly never leave the vicinity. If that really is so, again my AI knowledge is limited, then the core AI needs some tweaking.Fritz wrote:Hm. There still seems to be an unlimited spawning of new pirates...
I don't think they need to be dangerous, just laborous to find. I'll move them to another location and we'll see.Anonymissimus wrote:Too easy to find yes and/or too frequent and/or not dangerous enough.
You lucky... The only thing changed, is that the capacity is doubled. That means that without this oxp you would have got 31 units for sale. Maybe doubling the units is too much. Something like 75% more might work here?Anonymissimus wrote:I've also seen an amazing miner hermit selling 63 platinum (in an anarchy though).
That depends. If they are really hard to find, then the frequency should be higher and vice versa. I'll make them harder to find and we'll see how that feels.Fritz wrote:Some luck could be added too: Not every abandoned hermit must contain a little treasure. Some of them could only spawn some metal plates and pods with cheap goods. And one in fifty or hundred could contain a real treasure!
Good idea. I'll make it so.Fritz wrote:And to make it a little more difficult, give the pods a little momentum, but not too much.
Cody wrote:...all is well, pirate-wise.
I think that sounds better than it actually is. I'm not in favor of negative effects that I can't anticipate or react at. Wasn't there some cargo pod oxp that did something like that?Disembodied wrote:What about the chance of a pod or two being infested with vermin?
[wiki]Pods OXP[/wiki] - I like the idea, imaginable if a pirate group left behind a hermit then put some traps within. A reqire in manifest could do the job.spara wrote:Wasn't there some cargo pod oxp that did something like that?
You're doing a great job so far. I didn't have a chance to play the latest verion and your judgment on balancing is very good, but that last point made me worry a bit.spara wrote:Markets of mining products have been tweaked. Quantity of minerals has been seriously toned down to give room for mining. Quantities of processed mining products have been tweaked and re-tweaked to hopefully give a bit more quantity than core does.
True, it might be a PITA, especially if it's hard to see the connection between cause and effect. Some sort of clue - e.g. an odd scuttling sound and/or a "biological contaminant detected" alert on scooping - would probably be necessary.spara wrote:I think that sounds better than it actually is. I'm not in favor of negative effects that I can't anticipate or react at. Wasn't there some cargo pod oxp that did something like that?Disembodied wrote:What about the chance of a pod or two being infested with vermin?
Actually I could edit the texture of the cargo pod and add a picture of the vermin in question to it. The infested pods could then be visually identified. Only abandoned hermits would rarely spawn these.Disembodied wrote:True, it might be a PITA, especially if it's hard to see the connection between cause and effect. Some sort of clue - e.g. an odd scuttling sound and/or a "biological contaminant detected" alert on scooping - would probably be necessary.spara wrote:I think that sounds better than it actually is. I'm not in favor of negative effects that I can't anticipate or react at. Wasn't there some cargo pod oxp that did something like that?Disembodied wrote:What about the chance of a pod or two being infested with vermin?
Sounds totally fine.Spara wrote:[...] gently upped.
I took your statistic and made some calculations on my own. I tuned the selling prices a bit down, to what I most of the times find at mainstations (40.5,75,22 -> 39.5,71,20) and got a total profit of 424,6 Cr per hermit grocery run. I also took the most favourable values of Furs and Computers from [wiki]Commodity Calculator[/wiki] (I hope its still up to date.) and got a maximum of 2492 Cr per milkrun with a cobby.Anonymissimus wrote:A little statistics of rock hermit markets (precious metal trade only), using SH 0.15: http://postimg.org/image/o8mdqj7yn/
Please compare to the fact that a single trade cycle with cobra 3 cargo (35TC) between poor agrarian and rich industrial main stations yields ~3000cr.