Switeck wrote: ↑Wed Dec 28, 2022 3:13 pm
Cholmondely wrote: ↑Wed Dec 28, 2022 11:38 amSwiteck wrote: ↑Wed Dec 28, 2022 7:39 amI modified oolite-populator.js to change this.interstellarSpaceWillRepopulate ...if you kill them off quick enough, no more Thargoids show up.
It's hard for them to call in reinforcements if nobody is alive to make that call.
But the Thargons jolly well can. Just because they're not attacking anybody...
If that's the case, they shouldn't become permanently inactive when there's no Thargoid warship nearby...they should be calling for help and then reactivating when a Thargoid warship arrives.
I think we need to reconsider why/how Thargoids arrive when you're fighting them.
Does it make sense for them to only arrive if you're massively winning?
Where are the additional reinforcements coming from?
How are they arriving so fast?
Instantaneous jumps? Instant communication across light-years (hive-mind linked by quantum entanglement)?
If they take seconds instead of hours to cross light-years of space, why don't they simply mass-up into a group of 10 or more and annihilate the typical convoy sizes seen?
Does the whole idea of additional Thargoids arriving even make good game balance?
...Because if I recall older Elite clones didn't try to crush the player this way.
Aaah... How do you know that they are "permanently inactive"? Lack of movement is not proof of inactivity - especially for an electronic device (or a thinking organism). The fact that whatever they are broadcasting is not something which my Cobra Mk.III's detectors can detect, means nothing either, surely? I never hear the Thargoids communicating with each other or with their Thargons. Just with me. In gobbledegook.
And how do we know that they don't regularly exterminate typical convoy sizes? It could be them, it could be the pirates... in any case we have no statistics which give us an idea as to how many convoys disappear without trace.
And what do you mean by "older Elite clones"?
If you refer to the non-BBC elements in the
Classic Elite stable then they all had to sell their games to wider public. Too tough a game = many fewer sales.
If you refer to such as Elite TNK, then I don't know.
But here at Oolite with almost 14,000 topics and over a quarter of a million posts - where stuff like this gets analysed in extreme detail, and our poor dev's (Lord help them) actually bother to read some of this stuff, and everything is free and infinitely .oxp'able... the vanilla game can be whatever it likes, no? If people don't like it they can just do away with the elements they dislike: Elite Trader's abolition of combat, Strangers World's abolition of supremely playable anti-science, your early mods making economics and pirates more believable, Redspear's modifications of Mass Lock and the Paddling Pool, Überships, Überweapons, anti-cheating OXP's,
etc,
etc,
etc. So if we prefer something more realistic which makes the game harder (Cim's changes for out-of-system pop-up pirates), it just goes in, to be .oxp'ed out by those who dislike it.