Re: Split: Difficulty for new players
Posted: Fri Jan 18, 2013 7:53 am
What's wrong with being a 'clean' pirate?
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Switeck's Shipping OXP modifies some arriving-to-the-system traders to be pseudo-bounty hunters that will sometimes attack pirates.cim wrote:Adjust trader behaviour. Allow trader groups to help out each other against pirate attack sometimes. In a safe system, if you get attacked by a pirate, maybe a nearby trader will help you out.
That's a great set of ideas and principles, IMO! There's a lot of work there, especially creating a more complex set of NPC (pirate and trader) behaviours, but it could really add a lot of variety. What would help a lot I think would be a little bit of feedback to the player, probably by way of ship communications, which could show what the NPCs were "thinking". It wouldn't have to be all the time, but just now and then the player could get a nudge to show that e.g. traders were helping each other out, or that pirates were breaking off and fleeing, or that if the player dropped cargo the pirates would let them leave.cim wrote:I think risk is only fun if there's a way to mitigate it, though. A new player really doesn't have many options for that, at the moment, and a single Cobra I or Moray can be deadly if it fires its missile (which it always does, if the player starts winning). Conversely, for an Elite pilot in a well-equipped ship, there's barely any risk at all, and that's also a problem.
What I'm thinking about at the moment as possibilities is a fairly large set of (semi-independent) changes (and this is semi-stream-of-consciousness first thoughts and talking points, nothing more) [...]
This is the real problem for a virgin Jameson, it seems - avoiding missiles. I have no answer for that (except to remove missiles from the game, or loan a Jameson a one-shot ECM <chortles>). However, I still maintain that if the dice roll in your favour, the early game is quite survivable.cim wrote:... a single Cobra I or Moray can be deadly if it fires its missile (which it always does, if the player starts winning).
I set this type of behaviour for pirate ships in my Far Arm ships OXP. If player has higher bounty than 10 Cr on his/her/its head/neural cluster, these pirates don't attack (or break the attack if they had already started attacking), and send friendly comms.Disembodied wrote:Perhaps the biggest potential change would be having criminal NPCs responding differently to criminal players ... that could really set up a new dynamic for the game
I'm going to implement something along these lines, once I expand Far Arm ships OXP to Far Arm OXP. There will be a pirate gang, merchant guild and maybe more. Anyway, the idea is to have certain NPCs react to the player's reputation (separate value for each group), which of course changes depending on what the player does.Disembodied wrote:Maybe criminal players would be able to join a gang/guild of pirates/smugglers, who might have good or bad relations with other gangs or guilds ... probably too they should have to pay some sort of regular tithe to keep up their membership. Players could still be lone-wolf bandits, of course, but then they'd still be potential targets for piracy.
Nothing.. but if Oolite is going to assign the player a role based on behaviour, such things might need taking into consideration.Pleb wrote:What's wrong with being a 'clean' pirate?
Regarding missiles: At the beginning they are indeed very difficult. However, we should not forget the tactic of launching one missile at them if they launch one at you, hoping that they will try to ECM it, destroying their own missile in the process. I've done it plenty of times and it works. However, I admit that although it generally helps, it is not a complete mitigation of the risk.El Viejo wrote:This is the real problem for a virgin Jameson, it seems - avoiding missiles. I have no answer for that (except to remove missiles from the game, or loan a Jameson a one-shot ECM <chortles>). However, I still maintain that if the dice roll in your favour, the early game is quite survivable.cim wrote:... a single Cobra I or Moray can be deadly if it fires its missile (which it always does, if the player starts winning).
Yeah, that does work - sometimes! With the several Jamesons I've started recently for testing, the real killer has been getting jumped by three or four bandits at once, which doesn't always happen - the dice roll again.another_commander wrote:However, we should not forget the tactic of launching one missile at them if they launch one at you, hoping that they will try to ECM it, destroying their own missile in the process.
Aye, you should always have an escape jump laid-in - but bandits will follow you, remember (unlike Vipers).another_commander wrote:There is also the get-away option: Assuming you have enough fuel, set an escape destination as soon as you enter system. If you see three or four bandits appearing and it is obvious that you can't run away before they get you, hyper-out.
That tactic even works without fuel if you use the Galactic jump....another_commander wrote:There is also the get-away option: Assuming you have enough fuel, ...
That's why I always carry a galactic hyperdrive - in case I get stranded in IS (which is very, very rare for me).Eric Walch wrote:Better in the wrong galaxy than dead.
Another option is to let pirates demand cargo: "Heave to and drop your cargo!"; "Your cargo or your life!", etc. If the player complies, this should give them an option to escape, albeit at a cost - to their wallet and to their pride. It makes sense from a pirate point of view, too: if merchants know that they can survive with only financial loss, they'll be more likely to comply and the pirates won't be faced with a fight to the death. There would have to be accepted ways of doing this: pirates would expect more loot from bigger ships (but presumably a pirate in a Cobra I wouldn't want more than 10 tons), and it would have to be dropped at reasonable speeds, so it could be scooped. This gives starting players a chance to survive, even if they do get attacked - plus it adds a nice element to the player's own story, and indeed could add some extra relish in the future when they get to kill their first bad guy and nick his stuff ...another_commander wrote:There is also the get-away option: Assuming you have enough fuel, set an escape destination as soon as you enter system. If you see three or four bandits appearing and it is obvious that you can't run away before they get you, hyper-out. Again, not always a solution, but that's why I like Oolite: there is something you can do to tackle most situations, but it may or may not be the solution to the problem...