I don't have Random Hits installed. I only have Skilled NPCs, but the description says it affects pilot skills only and doesn't touch the weapons.
As for any other Cobras, I only have Griff and Staer9 ship sets installed.
Moderators: winston, another_commander
I don't have Random Hits installed. I only have Skilled NPCs, but the description says it affects pilot skills only and doesn't touch the weapons.
As I'm still grounded, I have a question for the boffins: say I drop into a system to deliver a valuable parcel, get jumped by an overwhelming force of assassins and have to eject, after some time (hours/days) I arrive at the main station. Does my parcel get delivered and do I get paid?You keep any parcels you may be carrying...
If you still manage to arrive before expiry, yes. If you arrive after, standard expired processes would apply.
There is logic in the assassins AI to shoot down escape pods, but I don't think that will impact the player. Whenever the player uses an escape pod in normal space, they will always arrive at a station.
Thankee! I thought that would be the case.
Interesting!
Sorry ... that's all with a keyboard, a keyboard & mouse, a joystick, HOTAS ... or by any chance ... in a real spaceship?Coming back to Oolite after a 10 year break, it is right that practice makes perfect. However, although I was an Elite commander starting again as a Jameson with a pulse laser I did have to run from every fight. This is realistic, but it's not how most games work. In RL I do HEMA and I have 10 years experience with the long sword. But if all I had to defend myself was a dagger, I'd be killed by a noob with an arming sword or long sword. Skill can only mitigate a disadvantage so far. I'd just have no chance of coming within their guard. Similarly with a pulse laser the range means I have no chance against a pirate with a beam laser. It's not just that his weapon does more damage, its that I cannot hit him with my feeble range pulse laser before he can kill me with his longer range weapon. Its not impossible, just as a man with a dagger can kill a man with an arming sword. But even if you are a master dagger fighter you are at such a disadvantage you'd 9 times out of 10 be killed by a less skilled opponent with a longer blade.
As a start off I sold my pulse laser and missiles (it feels wrong to go about unarmed, but the pulse just won't save you anyway so you are better off just using it to buy furs / computers). Traded for a bit avoiding the space lanes and with about 2 hours of real time game play I'd got Injectors, docking computer, ECM, large cargo bay and a beam. But I still ran away from most fights until I had a full iron arse. I haven't died in combat yet and now have a fully equipped Boa Frigate, have done the first two thargoid missions and have both a naval energy unit and a naval grid. I'd suggest installing all the equipment and scanner OXPs as this equipment is only available to the player. Tool up fully and you'll usually win. But you do need to use your injectors (fuel pod is your friend here as you'll always have enough fuel for injectors or you could use fuel generator which is nicely balanced as it does allow you to create fuel, but only a little bit and it drains your shield doing it).
My bad, the one I was remembering, a fer de Lance, is from Anarchies OXP: is has max_energy=400 and max_flight_speed=350... the standard Fer de Lance has max_energy=150 and max_flight_speed=300LittleBear wrote: ↑Thu Oct 08, 2020 9:51 pmAs best I remember all the random hits ships are standard, but the higher paying ships have a higher chance of having equipment fitted. Oolite is fair in that any weapons OXPs you install are also available to NPCs. If you have Thargoid's mini-missiles installed (which allows you to have 3 micro missiles on each pylon) a Cobra Mk III could have 12 missiles if it is carrying a mini-missile pack on each pylon.
I'm doing well with the Beam laser (I can't get Military Lasers or IronHide in an Adder, ShipVersion doesn't allow it, but the main difference is range... you just have to get close, and Adder's maneuvarability is great for dogfighting). I had to get the EEU because Adder's max energy is just 85 and its energy recharge rate only 2 (able to supply half the standard shield recharge rate, shields take forever to recharge), with the EEU it goes to 3.6 and I get a good enough shield recharge, enough for single combat, for more than one enemy I needed shield boosters to be able to take some fire while wearing an enemy's shield down.vaxon wrote: ↑Fri Oct 09, 2020 1:20 amI've started from scratch recently as well. I'm still not sure about the game balance. It sort of close to reality if I may say so, but at the same time it's too much waiting, at least until fuel ejectors and docking computers are bought. Dogfighting could add more excitement but you just can't fight until you buy extra energy unit, military lasers and shield boosters. I've tried to start fighting earlier and it has always ended too bad for me. I could kill some, but inevitably I'd meet some quite skilled bad guy with stronger lasers and missiles, get my injectors or ECM system damaged and eventually get killed with a missile, because that's what they use if you hit them too much. I've never encountered singe pirates. It's always at least 2-3 of them. If you buy more equipment and get better so do they. I feel like I'm missing out. All I do is shuttling between a couple of stations to get more money to buy the equipment. Parcel contracts are not available since "I'm not experienced enough". Cargo delivery contracts need a bigger ship and the amount of money they offer is just ridiculous. I've tried adding more ships/stations to the game, but most them looks like from another game and don't match Griff-style ships. Some OXPs change the game too much. Maybe I'm not using the right ones? It feels that the game itself has a lot of potential, but unfortunately it's still hidden.
You've not tried ILS? Ultra-fast docking on the tail of another (read all the accompanying notes) ... and ultra-fast suicide when it all goes pear-shaped!... it's too much waiting, at least until fuel ejectors and docking computers are bought.
I'd consider removing this - at least until you find the un-skilled NPCs too easy. There's nothing wrong with developing your own skills first!