Re: Proposal for 1.82: equipment balancing and choices
Posted: Sun Aug 10, 2014 2:16 pm
Having started a Jameson in 1.77, and found it hugely hard to survive a basic trade run between stable systems, and then started a Jameson in 1.80, and managed to reach Competent without dying once, I think 1.80 is much more balanced, and much easier to get started (both times I was using a vanilla setup, with eye-candy OXPs only). Being a Jameson in 1.77 was one skin-of-the-teeth escape after another, interspersed with being blown up, regularly, in what should have been safe or very safe systems. The changes to pirate activity and behaviour in 1.80 have been, in my opinion, a huge improvement.Scouseair wrote:I have to agree. I am interested in trading AND combat and feel that the combat balance has been skewed too far in favour of the pirates in 1.80. I would hate to start afresh. The singles run away when you fire in their general direction, if it's a duo the other runs when you kill the first. 4 or more and you're dead within seconds of them starting to fire. And that's in a Python ET special with an iron ass. In 1.77 they increased the bad guys weapon power to match the player but said, "don't worry....we've reduced their accuracy so it'll even out". In 1.80 they upped the accuracy and it's taken out fighting groups altogether. Unless you follow the advice to "run away and use your rear lasers". Surely that's not the way the game is meant to be played. Not every fight. I've had some of my best moments in Oolite taking on groups of 4+, sniping one, maybe two on the way in, maybe get a third with the rear laser after the merge, then into the dogfighting, using shields and lasers tactically and coming out the other side with a surge of euphoria. That playstyle is gone with 1.80. It may not be "realistic"[sic], but it is FUN. We are meant to be the hero, fighting impossible odds, better than anyone else. Remember, we are just one ship, the pirates fight in groups. We have to have the advantage.
Flying a Python ET Special, you obviously have some OXP ships in there. Might this be the source of the problem? If you have OXP ships designed to be worthwhile opponents in 1.77, and now they're using 1.80 AIs, then they will be much more dangerous. I don't think we can fairly compare "1.77 with 1.77-grade OXPs" to "1.80 with 1.77-grade OXPs": I think we have to make the core game work well, and then OXPs can be altered to suit.
I love the behavioural AI changes that let players buy off pirates: that is, I think, the single best improvement to the game in years. A beginner can survive a hostile encounter, with nothing more than a bruised ego and a desire to get their own back, one day. And pirates fleeing when large squads of Vipers show up: again, great. And pirates, occasionally, ignoring the player as not worth the bother, also great. It really sets the game on a level above the "here comes another wave of drones!"
I can see, though, that in some respects, there is maybe a tendency to make the pirates too "practical" - to attack with heavy odds in their favour, and to retreat in good order when things are looking just a little bit tough. This does encourage long-range defensive sniping as the player's best tactic, and takes some of the dogfight juice out of the game.
Having played (in 1.77) with Cim's Skilled NPCs OXP, I have to say that gave me the best dogfights. I would see a strong case for fewer pirates, with better flying/dodging skills, resulting in longer, and more up-close-and-personal duels. I don't think the Skilled NPCs code could be dropped in to trunk unmodified; NPC accuracy and damage done might have to be reduced. The main purpose would be to make the pirates into more challenging targets, allowing the player to do the fancy flying to keep them in their sights. NPCs should fire back, of course, but balance would be key. Generally, though, what really fries the player is multiple incoming fire: six hostiles is very tough to deal with, up close or otherwise, and large pirate packs - if given improved flying skills - would have to be made rarer.
In summary, though, I'd make a case for jinkier NPCs, in smaller groups, for longer-lasting, more intense, and usually more close-range dogfights. Pirates could be encountered often singly (perhaps as Cobra I, Cobra III, Fer-de-Lance, or Moray); in twos (one of the single-types plus a Sidewinder, Krait, Mamba or - if you're unlucky - Asp sidekick); occasionally in a dangerous four-pack of Python/Boa and some fighter-types; and rarely in a heavy group that needs real care, skill, attention, guts, phlegm, grit, cojones and anything else you might happen to have lying around.