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Posted: Fri Dec 01, 2006 5:44 pm
by Dr. Nil
Yes there is gold at the end of the rainbow - if it doesn't dice you before you get there.

Nice creative thinking.

How about a black and a transparent laser beam - the very rare and nasty antimatter beam and ultraviolet laser... nah. :lol:

Posted: Sat Dec 02, 2006 1:02 am
by LittleBear
Guys with 2 Military Lasers fire at you at lot. But three seems to make the guy hardly fire at all (although boy do you known it when he does)!. Might have to knock him down to three beam lasers as firing off 3 Military Lasers at once seems to be draining his energy banks!

Posted: Sat Dec 02, 2006 9:08 am
by johnsmith
Is there a way to script Q-mines other then with death-actions? Seems quite vindictive!

Posted: Sat Dec 02, 2006 10:10 am
by LittleBear
You can make the NPC use Q-mines whilst alive, by putting in shipdata:-

<key>missile-role</key>
<string>EQ_QC_MINE</string>

This works and the NPC will launch q-mines when attacking. The trouble is that the NPC shows no common sense about using them. Instead of droping and running he just keeps fighting as normal, invariably destroying himself with his own mine! :roll: So I used them in death actions for some of the renegades as a final sting in the tale!

Posted: Sat Dec 02, 2006 1:19 pm
by LittleBear
Oh My Mr Python, what big guns you have! All the better to shoot you with! :twisted:

Image

Posted: Sat Dec 02, 2006 1:30 pm
by Captain Hesperus
LittleBear wrote:
Image
HOLY MOTHER OF GILES!! :shock:
Where do I buy one??

Captain Hesperus
"That could be the end of my pirate worries. If only I could at least break even on a milkrun..."

Posted: Sat Dec 02, 2006 1:45 pm
by LittleBear
NCP only ATM (might be a bit Uber for the player!)

Three Military Lasers in the nose (green, blue and orange beams), twin forward facing plasma cannons (red plasma) and no sneaking up behind him with his rear mounted ball turret (magenta plasma). Very pretty when he opens up with his guns, as long as your not the target! GalCop pays a big bounty for ridding the space-lanes of one of these pirates!

In action:-

Image

Posted: Sat Dec 02, 2006 5:39 pm
by LittleBear
New Improved Version now available for download! (features the above ships & more)!

Click the link on my signature.

What do people think? Have I made 'em too hard or too easy! We are talking 1,000 to 3,000 Credit bounties for the Python, Boa and Boa Class Cruisers kitted out with these big guns.

Posted: Sat Dec 02, 2006 10:19 pm
by lolwhites
They certainly pack a punch! They make me feel like a Jameson again despite my ironass Cobra. Very satisfying when you actually take one out. Right now it's Lolwhites 4 - 2 Renegades

The only thing is I seem to be running into one or two every time I witchspace to a new system. Are they supposed to crop up so frequently?

Posted: Sat Dec 02, 2006 11:07 pm
by LittleBear
Depends where you are going!

Should be quite common to encounter at least 1 or 2 in an Anarchy or Dictatorship. Very rare in a Democary or Corporate State (5% to 10% chance), 20% to 30% chance at systems in between. Can reduce or increase them for the final version I post on Oosat depending on what people think. Probabley have made them too common for this first release version to help people playtest the new ships. Reduce or increase their frequency?

Posted: Sun Dec 03, 2006 12:06 pm
by biffa
Thanks very much for the time and effort you have put into this fantastic oxp (v2).i loved the first one and this looks even better..cheers :D

Posted: Sun Dec 03, 2006 12:19 pm
by Dr. Nil
LittleBear wrote:
Depends where you are going!

Should be quite common to encounter at least 1 or 2 in an Anarchy or Dictatorship. Very rare in a Democary or Corporate State (5% to 10% chance), 20% to 30% chance at systems in between. Can reduce or increase them for the final version I post on Oosat depending on what people think. Probabley have made them too common for this first release version to help people playtest the new ships. Reduce or increase their frequency?
I'd prefer to have them come as nasty surprises which requires them to be more rare. If they show up on average about every second jump, then the fear factor might wear off too fast. I don't know. But I do look forward to fighting them, once I get back to playing.

NB is it just me or is Oosat down after not being updated for approx one week? Perhaps Winston has been flooded with updates? There were also a lot of empty (or non-displayed) comments by a john smith 666 (johnsmith's evil twin?) when I checked the other day.

Posted: Sun Dec 03, 2006 12:38 pm
by LittleBear
Will probabley half their frequence for the final version. Something like a 30% chance in an Anarchy, 20% in a Dictatorship, 5% in Democarcy or Corperate State and 10% elsewhere. However, with 13 ships to test, needed to make them common at first so people could playtest the ships!

Oosat seems to be down ATM or is that just me?

Posted: Sun Dec 03, 2006 1:09 pm
by LittleBear
UPDATE:-

V3 is the final version! Just makes a couple of tweaks:-

- Chance of encountering rendgades is reduced. (Should encounter a renegade 1 in 3 to 1 in 5 trips to an Anarchy or Dictatorship, but only 1 in 10 to 1 in 20 jumps elsewhere).

- Each pirate is given approprate pirate-type cargo (treasure, illegal goods, bottles of rum etc.)

- Few more hails added.

Link to download is on my signature.

I'll stop fiddling with it now!

Posted: Sun Dec 03, 2006 1:51 pm
by Dr. Nil
LittleBear wrote:

I'll stop fiddling with it now!
That's just something you say ;)

I'll download it now.

Btw. Not only is Oosat down, worse yet so is the wiki :cry:

Seems to be a problem with alioth.net