Posted: Mon Jun 23, 2008 12:35 am
@L: IIRC, the NPC ships don't have shields - all shots go straight to the energy banks, and damage.
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Yeah, but if the e-bomb was made available for NPCs it would be relevant what happened to the shields! So the shields thing would be relevant.IIRC, the NPC ships don't have shields - all shots go straight to the energy banks, and damage.
So, you want someone to fiddle with the core to alter the bomb behaviour, redefine the whole NPC energy code and then also fiddle with almost every OXP ship AI.Lestradae wrote:Yeah, but if the e-bomb was made available for NPCs it would be relevant what happened to the shields! So the shields thing would be relevant.IIRC, the NPC ships don't have shields - all shots go straight to the energy banks, and damage.
The presence of the bomb is already mentioned in the readme file of the 1.65 release. Despite of the name "has_energy_bomb" in shipdata, it runs the internal q-bomb routine.LittleBear wrote:If a ship is given the key "has_energy_bomb" then there is a small chance it will deploy one when fleeing.
Bwaha. Bwahaha. Bwahahahahahahahaaaaaa ... BWAHAHAHAAAAAHAAABWAAAWARGLAAAHAAAAAHAAAAHAAHAHAAAA ...Energy Bombs are in fact available to NPCs
If a ship is given the key "has_energy_bomb" then there is a small chance it will deploy one when fleeing.
No. It's the recipe to make the game unplayable for anyone who don't have player carriers and perhaps even player escorts.The recipe for game balance with player carriers and perhaps even player escorts in.
Aww ...If any more than a smattering of ship have 'em then Systems will just be empty, so very low chance keys should be given (like 0.1 or less) or only give to a very small number of ships.
Gonna think about it ... perhaps another vote coming up ...my concern are the beginners
I concur completely ... the problem with the big RS version for me was/is to find a way to keep it playable for newbies (who actually have more options at the beginning, let`s not forget that, they can buy a Cobra MkI at Lave and start out with 50.000 Cr for example) while still presenting a challenge for those people who bought the decomissioned Navy Flagship for 15 million credits ...Let the players decide when they want it harder, and add tougher OXPs, but do not penalize the beginners
I am debugging RS atm with a lot of help from Svengali - actually, massively reworking it as it develops - and when Oolite 1.72 comes out, there will be a lite version.try to debug RS, make the lite version and stop trying to add more features
The solution above is not bad, I think. Lite version and mammoth version.This has been said before, but instead of a mammoth OXP, try splitting the ideas into smaller packs - it gives people freedom of choice, and should also be easier to debug.
That is actually an interesting idea ...If you really want to raise the NPC ships' abilities, do so in a RS Blood and Guts edition and the let the current stand as the RS Young Jameson edition, or something.
No, it doesn't.the problem was/is to find a way to keep it playable for newbies while still presenting a challenge for those people who bought the decomissioned Navy Flagship
This e-bomb business cuts right into this problem.
Ya, you`re right.If you want the large ships to have proper challenges, create them on a separate OXP that increase the police garrisons to include Condors, send attack squadrons to hunt down renegade carriers, specialize pirate gangs in dredger-jacking, issue orders to assemble all the navy reservists for a pre-emptive attack against an incoming Thargoid force, etc.
That way the pilot has the opportunity to freely enjoy his new ship's abilities before installing it and go looking for trouble (if at all).