I was hoping cim would show up.
Redspear wrote: ↑Sat Jul 16, 2022 4:59 pm
And this is true in any small ship (is that what you mean by non-hauler)?
cim wrote: ↑Sun Jul 17, 2022 7:53 pm
But in an Adder the balance may be off; try flying an Adder but 50% bigger and see what happens.
My annoyance with being unkillable began in a barebones Cobra1 -- which was, incidentally, modified to be far more boatlike (unmaneuverable). By "hauler" I did indeed mean anything bigger than the Mk3, in which I was also unkillable (and, until I heavily reduced its maneuverability, untouchable). Modifications to NPCs began in earnest in my Mk1 save not my Mk3 save though, nothing I did got me even close to danger of being killed. Vimana beam was even set to be randomly available to NPCs and I see it around, laser strength just isn't the problem. The last time I had to focus to stay alive in a non-hauler was fighting a RandomHits boss with drone missiles and a crapload of heavy escorts and I just happened to be out of injector fuel and the first couple of minutes I was attacking the wrong targets and allowing the drones to just swarm me instead of going for the mother.
cim wrote: ↑Sun Jul 17, 2022 7:53 pm
NPCs who you aren't attacking deliberately slow down and hang back a little so that they've got an easier shot at you, rather than trying to joust with a rapidly turning target.
They may well be getting the balance of "too close so your angular velocity is too high" / "too far back to be able to land a shot precisely enough" wrong, of course - especially for a small ship like an Adder. The Adder is fast, agile, and very small: flown with the aim of avoiding fire it's a hard target!
What should happen is you focus on one which is mainly dodging, and the other six are using you as a pincushion.
Interesting. So in my quest to figure out ways to improve NPC dangerousness, I spent a lot of time watching hunter v pirate battles. To be clear on what is actually happening: group dogfights are like a pub carpark fight where a circle of onlookers gather to watch two or three weaving combatants -- and unfortunately, even the engaged dogfighters appear to be half-hearted. The motion of those that are engaged appear to be individual weaving "flicks": a quick flick after a potshot (due I think to distance) and slow to crawl and stop to re-aim again. Approaching most hunter v pirate fights is like approaching a car show: 10 still vehicles gathered around, the 'flicks' so few and far between they are almost unnoticeable when they occur, occasional beam light. The result is that attackers are most dangerous when a ship is fleeing or approaching them because no dogfighting is required, for a veteran dogfights are just a shooting gallery.
Anyway when I made this thread I was not expecting to be the only one considering NPC dogfighting skillz to be a problem
which means the subroutines will stay as they are unless I solve it myself. Since I have no time to improve my wildly insufficient knowledge of the Oolite js, I'm more likely to just completely rebalance the Ooniverse so ships fly 3x as fast and lasers are 5x base strength or something *chuckle*