my ammo crate wrote:Diziet Sma wrote:My guess would be you came across an encounter between traders (quite likely with escorts), and pirates, or it may have been a group of bounty-hunters vs pirates.
Huh. I thought it was a battle between two opposing factions, hinting at something I could learn more about the more I played (there's probably an OXZ for that).
You're right.. there
is an OXP for that.. (not an OXZ though, it hasn't been converted to OXZ yet). It's called, coincidentally enough,
Factions. Just as there are "flavour" OXPs to give more depth to Anarchies, Feudal Worlds, Dictatorships and Communist systems,
Factions does the same thing for Multi-Governments. Basically, factional teams from Anarchy, Feudal, Dictatorship & Communist systems all travel to some nearby multi-gov system, in an attempt to swing the various governments on the planet towards their particular point of view, subsequently discover that they weren't the only ones to have the same bright idea, and promptly start fighting one another in the middle of the spacelane. They'll only fight with ships of opposing factions. You can wade in, or not, in whatever way you choose. Sound like fun?
my ammo crate wrote:Diziet Sma wrote:Tweaking the Gamma setting (in F2 Game Options) up a notch or two helps a lot with being able to see ships against the background.
It seems to up the brightness of the whole screen, not just the Oolite window. Not too big of a problem, but does become a power issue when I'm on the go.
That's why I suggested only one or two notches above normal.. you don't want to overdo it. Also, you play in windowed mode, rather than full-screen?
my ammo crate wrote:Diziet Sma wrote:That's called parallax. It's real, and it's in Oolite.
Wow, pretty cool that's in here. But is it a big effect? Because to me, it looks like I always fire dead-centre of the reticule.
How big an effect depends on the type of ship you're flying, the distance to target, and the size and shape of your target. Some ships, such as my Pitviper, or an Imperial Clipper, can be quite hard to hit from directly in front or behind, as there's lots of open space adjacent to the engine nacelles and cabin area. If you're not dead-on, you'll probably miss. If you ever choose to fly a Caduceus, you'll have no parallax at all to worry about, as your view looks right through the laser barrel. 100% sighting accuracy.
my ammo crate wrote:(Surprised Multi-Gov is as high up as it is. Doesn't sound so nasty.)
Well, the Multi-Gov known as "Earth" can be a pretty nasty place.. imagine what could happen if our various governments could all field well-armed spaceships? And from a bad-guy's perspective, the nice thing about Multi-Govs is that you can always play one side off against another, to keep them from bothering you, and that no matter how evil you may be, there's always someone willing to make a deal with you, so as to get an advantage over someone else.
my ammo crate wrote:Diziet Sma wrote:A Corporate world that happens to have several Anarchies for neighbours will experience regular pirate raids from those systems, making it somewhat more dangerous than one whose neighbours are Corporate and Democratic worlds.
That is cool. Really enhances that feel of an active world. Also explains why pirates keep showing up around Diso and Leesti. I should probably pay more attention when I plan my routes. And get away from that Lave-Riequedat-Oreve triangle of chaos.
You'll probably find this next factoid pretty cool too, then. Oolite goes to great lengths to keep things as non player-centric as possible.
What this means is several things.. for starters, with
very few exceptions, any equipment you can use, NPCs can use too. That goes for addon equipment as well. For instance, if you download and install some uber-missile, thinking it will help your game, be aware that NPCs can and will use it on you also.
In many/most games, the player is "special". They get to be the big hero that saves the day. The game will create events and/or opportunities specially for the player. However, in Oolite, just like in real life, you're just another average nobody, and the game won't do you any favours. In the original Elite, the game would spawn pirates ahead of your path, just outside scanner range, for you to encounter. Oolite doesn't do that. When you jump into a system, a whole bunch of ships are generated, and randomly, if logically, positioned, and they then go about performing whatever tasks their scripts assigned them.. be it miners, traders, patrolling cops, pirates on the prowl, bounty-hunters looking for pirates, scavengers opportunistically grabbing unattended cargo, you name it.. new ships will arrive in-system as you play, and others will jump out.
The effect is that the system is full of living, breathing characters, just going about their day-to-day lives, doing whatever it is they choose to do.. just like you. Also, they notice your actions. Even if you're careful to keep a clean record, if you regularly engage in acts of piracy, you'll get something of a reputation, and other traders will be wary of you. Get enough of a piratical reputation, and other pirates will tolerate your presence without attacking you, or even invite you to join them on raids. Even if you're clean, cops will start tailing you, hoping to catch you in the act. On the other hand, get a reputation for helping cops out in skirmishes with pirates, and they'll be inclined to overlook the occasional accidental 'friendly fire' incident. Get a reputation as a bounty-hunter, and pirates will be more likely to shoot on sight, than demand cargo from you. Also just as in real life, your reputation tends to fade with distance from where your acts took place.
Unlike in Elite, as you've noticed, while you're tooling along the spaceways minding your own business, there are often life-and-death battles raging around you, beyond your scanner range.. at times, off in the distance, you'll sometimes see hints of laser fire and the odd explosion.. (and sometimes more than hints.. I recall one time, off to the side, there must have been a big naval engagement going on.. and somebody set off a q-bomb, as blue globes suddenly erupted way off in the distance.. had to have been a big fight, as the fireworks went on for what seemed like several minutes, across hundreds of kilometres.)
You might get pleas for help over the Comms.. in some games, that would be a trap set by the game, for the player, trying to tempt them in. In Oolite, it means somebody
really is in trouble.. and it's your call whether to respond or not. Just to keep you on your toes though, in the latest pirate AI, some pirates might occasionally broadcast fake distress signals, just as you'd imagine they might in real life.. basically, we try to make sure that Oolite is as real-to-life and internally logical as we can make it.
If you see a witch-cloud of a ship that's just jumped out, you can dive into the cloud and hitch-hike, getting a free ride (fuel-wise) to wherever they were going, and they'll be there just ahead of you, when you arrive. If you have a witch-cloud scanner, you can learn where they were going, and if there's a faster route to that system (two short jumps are faster than one long jump), you can take the fast route, get there ahead of them, and loiter by the witchpoint beacon. And bang on time (as calculated by your scanner), they will pop out of witchspace near the beacon, and you can ambush them, if that's your thing. I'd love to see an OXP mission take real advantage of this feature some time.. it hasn't happened yet, that I'm aware of.
The AI has gotten to the point that it's pretty sophisticated, and sometimes produces emergent behaviour that looks far more intelligent and calculated than it really is. Even us old hands sometimes get surprised by the things that can happen, like a cop, apparently intentionally, taking a missile to protect the player.