Thanks for all the replies.
phkb wrote:Close range dogfighting works, just not head on.
My issue here is that I downloaded Oolite because I wanted to dogfight other ships. If they never get to face me at a range they can actually hit, it is not much of a dogfight.
Disembodied wrote:The upgraded NPC AI makes the game more survivable at the start - because if you run into a pirate pack early doors you can do what they want (and what they tell you to do), and drop some cargo for them. Pirate encounters don't have to mean a duel to the death. Stashing a few TCs of low-grade cargo to buy your way past anything you can't fight or run away from is worth doing as soon as you can afford to.
Equally, I don't wish to play the game for days running from every battle I come across. Free fuel injectors, or dropping tinned soup to bribe the 10 pirates waiting for me when I arrive in a tech 12 democracy with my 100 credits worth of cargo is not an ideal solution either.
Also, the soup thing feels like an exploit. Pirates should be able to scan my hold to know if I am worth bothering with, and make a demand accordingly.
Cody wrote:I've just done this with a virgin Jameson - no pulse laser, but I have fuel injectors.
I remember the fuel injectors from when I first tried the game. They always felt a bit of a gimmick that jarred with the existing features...
Remember, I wish to play the fun part of the game: fighting other ships. If my best option to start with is to sell my weapon and get fuel injectors so I can run away instead, I would suggest that the problem is the fuel injectors, and/or having to run away from anything larger than a shuttle craft, or both.
Not the starting equipment I begin with.
Redspear wrote:
- System government
Illegal cargo
Hardened Missiles
Assassins
Neighboring 'unsafe' sytems influencing the traffic
Laser Temperature
Hyperspace 'escape' is likely to result in being followed
A suggestion:
instead of defining the pool by area, why not define it by time?
From this list, the only issues I have with these features are:
1. Hardened Missiles:
I recall these were in frontier, but missiles were fairly slow and not such high damage as Oolite now seems to have.
Either have no ECM resistant missiles, or lower missile damage so that they can one shot only the smallest fighters. Having both would seem excessive (and frustrating).
2. Neighbouring 'unsafe' systems influencing the traffic:
Very unintuitive given the distances implied, and the seemly complete incompetence of the police vipers in otherwise safe systems. If all ships arrive in a similar region of space, then would not the police make a permanent presence there to discourage criminals from entering the system? A single pirate ship might easily disguise itself as a trader and enter that system, but a group of 10 camping the hyperspace exit point is not very subtle. This is one area where the original elite worked perfectly, I feel. More dangerous systems resulted in much larger pirate groups, rather than lone attackers.
Why not define it by time?:
This is part of an idea I was considering suggesting myself.
Let me sidetrack and bring up another, equally important problem (which I imagine has been brought up before):
The economy is completely whack.
Systems near each other with opposite economies have large differences in commodity prices. Often those systems are pretty safe to trade in. Common sense would suggest that ships would trade between them easily. This would cause supply + demand to reduce the price difference between them, reducing profits. Right now, it seems that how safe a system is has no bearing on how profitable it is to trade with them.
This makes trading easy, but boring.
This goes against the lore of the game: That safe trading is safe, but boring, and slow. Trading with less safe systems brings more risk, but more reward.
Imagine changing the game so that security, not economy was the driving factor in trade profit. Prices in corporate and democratic systems are now close to the mean average. The player now has a choice: slow and safe, or faster and riskier. Reduce the danger of being in combat for new players, while at the same time you give them a reward for taking risks when trading in more dangerous systems
and you now have them getting out of the boring trade runs and actually experiencing the best part of the game.
Next: Add in a mechanism that starts the game off with less piracy, but increases it the longer you play.
The slow and safe, or faster and riskier choice was still just a personal preference before. Now, it is a critical decision.
Do you just trade safely and ignore combat while the piracy levels are low? Or do you take bigger risks in the hope of being better equipped when piracy does increase for everyone?