You're right - a plethora of "Harmless" pirates would look odd ... maybe though it's possible to finagle this for the NPCs, though? Part of the reason it's harder for the player to progress up the rankings is because the player is usually fighting solo: pirates often hunt in packs, against solo ships, so it's maybe easier to get a kill rating as a pirate wingman without actually being as good a pilot. If things were fiddled to give most common pirates ranks from "Poor" to "Competent", with a scant few here and there rated "Dangerous" (with superior ships, equipment, and accuracy). "Deadly" and "Elite" NPCs could be left up to OXPs to provide. "Harmless" and "Mostly Harmless" pirates could be very rare, too, and usually found operating solo. Most bounty hunters would probably be "Above Average" or "Competent", too.cim wrote:From a practical perspective, the basic AIs are probably only deserving of those ranks anyway: they aren't really capable of tactics better than "point weapon at target". At the upper end, a top accuracy AI probably deserves Competent - and I'm largely out of ideas for extra tactics to make them better than that anyway. Actually putting "Harmless" or maybe "Mostly Harmless" by all the ships doesn't feel right, though.
Sounds sensible - better pilots should leave bigger reputation-ripples behind them!cim wrote:Maybe the easiest way is to log the last ten (or perhaps lengthen the list with combat rank?) visited systems, and then only apply on-hyperspace reputation decrease if you enter a system not on that list. If you're hopping around a local area, you'll virtually never get that happening. A cross-chart trip and you'll be shedding reputation every stop.
In this regard, would it be possible to examine the player's ship stats to help NPCs judge a player's possible role, since it's tricky to read out the NPC roles in the shipdata.plist? Even something basic, like energy banks/speed, could give a hint as to whether the player is flying something towards the warship end of things or not. Arguably you're less likely to have a player being a pirate or a bounty-hunter in, say, a Python. If the NPCs can cheat they can maybe peek at the cargo hold, too, and see how full it is, which might help too.cim wrote:I suppose what I'm trying to do is simulate for the NPCs the way that the player can tell the difference between a trader with escorts, a pirate pack, and a bounty hunter pack, just from the way they're flying - without having to go to the extent of actually capturing that intuitive test.