Disembodied wrote:cim wrote:Probably most ships should ignore their disagreements temporarily if a Thargoid ship starts attacking.
Would that mean they would attack the Thargoid, or try to flee, or a mixture of both? Merchants and pirates might try to flee, but a hunter might try to fight ... or would this all just be taken care of by an evaluation of the odds?
Odds evaluation, hopefully, will take care of that. Pirates might well try to fight, if the odds evaluation was reasonable. 4-5 Alien Items, plus the bounty for destroying the warship? A single one is probably not actually as dangerous as a Boa + escorts.
Traders are trickier. A Thargoid warship can easily outpace most traders - it's rare that fleeing is going to help, and again, an escorted freighter probably has the firepower to kill one. I've no idea what a lone trader without injectors should do. Are they better going all-in on an attack on the warship in the hope they can get it before the thargons get them, or are they better running, not provoking it, and hoping they can hold out against its turret laser long enough to find help?
Disembodied wrote:Although it might be worth broadcasting a system-wide alert/distress call in the event of a major invasion, a little bit like the Nova mission: make something of an occasion of it for the player!
Having actually counted them, there are considerably fewer double-bottleneck systems than I originally thought, so assuming the player doesn't go looking for them, they'll probably only see a major invasion once in every 3-5000 jumps. I'd hate them to actually then just miss it when it shows up.
Hmm. This needs a rethink. I like the idea of having an occasional larger Thargoid pack jump into a bottleneck system and start trying to systematically destroy Galcop's lines of communication and trade, but that seems a little too rare to be worthwhile. And, looking at the maps more closely, the double bottleneck systems are not actually always more strategic than the single ones. For an extreme example: losing the triple bottleneck at Erusat in G7 would barely get noticed: you can go around and most people probably already do rather than make a full-range jump into an Anarchy system. Lose the two single bottlenecks at Beritere/Tierus and Reoran/Timaesin, and the chart's in two bits. Er, three bits. Identifying which bottlenecks are strategic and which are merely useful is well beyond the abilities of a (fast) algorithm, though.
Perhaps it would be better to just stick to packs of 5ish showing up occasionally in bottleneck systems regardless of bottleneck type, and let OXPs make a proper event out of the bigger invasions.
CheeseRedux wrote:rather observations on how I see that the various NPC classes should interact.
A lot of the behaviour is getting tweaked at least for 1.79, if the Javascript AI works out. So please keep talking about what ideally should happen: it might be possible.
For Thargoids: if a non-Thargoid ship is hit by a Thargoid, it will target the thargoid as the primary target, and discard all non-thargoid ships in its secondary target list [1]. Depending on how many thargoid ships there are, that may or may not end an existing fight entirely, but it probably will. Also depending on AI, they may or may not go back to fighting once it's over.
[1] You'll be able to override this if you want for custom AIs, of course.
Thargoid wrote:But if they are supposed to be big and scary ships against a small fleet of traders and escorts, then a little rebalancing may also be worth considering. Maybe some more passive strengthening, such as blocking of missile target locks.
All warships have ECM, and the player is about the only ship likely to routinely carry a full spread of hardheads. But for an extra bonus since 1.77 the Thargoid Laser is a point defense weapon: they do sometimes shoot down missiles with it.
Disembodied wrote:Would it be worth adjusting market prices according to riskiness of the system
I'd really like to hear people's thoughts on that one. As Cody points out,
Risk Based Economy is there to test the concept in practice.
On the one hand, I think it is less than ideal that the maximum (legal) profitability Isinor/Ensoreus trade route is so close to the starting position, and there's no trader incentive to go anywhere else. Another area which could be considered (as tried in Phasted's "Real Life Economics", for example) is the nearby systems: use the topology. If I was making a trade system for a game set in the Ooniverse from scratch, I'd really want to include that sort of information in the pricing structure.
On the other hand, fingers one and two: I don't think the current commodities.plist method of price calculation as implemented to match the original Elite algorithms is particularly capable of getting much better results than it currently does (which should not be a surprise, of course!). A different pricing algorithm (and a more comprehensible one?) with different inputs would probably be needed. Making that change without breaking compatibility with existing OXPs would be extremely difficult and perhaps impossible, though. Still, if that's the only reason not to do it, there's probably some way to make it work.
On the other hand, remaining fingers: as trading is currently balanced it's mainly a way to make money for the purposes of spending in the rest of the game (and indeed with the exception of courier/contractor, all of the other core careers basically use the trade mechanism to make their money - even the bounty hunter). I commented very recently elsewhere that doing something different in that area was both potentially very exciting and very difficult to get right without turning it into a spreadsheet game. The trade system is basically unchanged (interface improvements aside) from the original Elite. I don't know how much scope there is to adjust it in the core game while keeping it recognisably Elite in feel.