
is there some way of making them detect their collisions a little better?
other that that it is an incredible, Congratulations

Moderators: winston, another_commander
Excellent point! With this in mind, any given squadron should consist of same or similar ships. Of course entire squadron of dedicated bombers or gunships alone wouldn't be very good idea, which leads to cooperation between different squadrons: fighter squadron escorts bomber squadron or the lone gunship. So player's squadron wouldn't be the only squadron in given mission, but maybe fighter escort for bomber squadron.Switeck wrote:A good high/low mix of ships is definitely more believable than either all really good ships or all really bad ships. Whether they can fight together remains to be seen, because speed differences alone can break up a group.
If you want player's side to have greater advantages, I offer you alternatives:Ramirez wrote:[*]Fitted Mambas and Kraits with low-power plasma turrets to improve combat effectiveness
That's very true. Occasionally the NPCs do use injectors well, but sometimes you do despair when they get themselves in trouble and refuse to use them.Switeck wrote:Probably the biggest advantage that the player brings to the fight is more intelligent use of fuel injectors to put the player in the fight at a manageable level -- be it hit-and-runs, sniper, or brawler. NPC ships tend to only use injectors to flee...and often too late to save themselves in big fights.
And that can do for aiming. From another topic:Matti wrote:2. Player's squadron, and any following squadrons, could have AI script which makes NPC ships more accurate or something... and enemies could also have customized AI scripting which makes them worse
How's that for improving combat efficiency?Wildeblood wrote:Yes, there is an "accuracy" key in the shipdata for NPCs, a number up to 10, which apparently biases their aiming. Making a duplicate entry that was otherwise identical, but had maximum accuracy and occasional appearance should be easy. In Thargoid's Hired Guns OXP for example, the $750 escorts have accuracy=6, the $1000 escorts have accuracy=7, and the $1500 escorts have accuracy=8. That's why I said last week in another thread people shouldn't waste their money on the $750 Sidewinder escorts.
Why I didn't type that? Yes, that way player could pilot any fighter without witchspace drive and still experience change of scenery.Ganelon wrote:Crazy notion, but how about basing the OXP squadron aboard something that could functions somewhat like a capship? Maybe a Navy Behemoth or something that already has capability for docking. The big ship would be on a patrol that takes it from system to system, and when there's trouble (which would be fairly often, obviously) the squadron has to scramble.
Let's call story campaign. So player's got OXP and save file which provides him right ship (Viper, Constrictor, Sidewinder...) in right place (Behemoth carrier). Then player accepts missions, as done in SecCom stations, and launches from the carrier to fight them out. Repeat, and after last mission in script player might be relieved from duty with his fighter (Viper)... or another fighter (Sidewinder, Adder, Cobra Mark I). Or list of ships and enough credits to buy one (Cobra1, Python, etc.)There might be some big ongoing storyline aboard the big ship for the player to watch develop while they focus on playing the role of a squadron leader rather than deciding the main action as they usually would.
Fake it by using a carrier ship as the main station, then the player can save game aboard the carrier. Then you don't actually go anywhere, you stay in the same system, but fiddle the system details to mimic another system. Intercept the F6 screen, and replace it with your mission screen, so they can't see the charts. From the player's POV it would appear the carrier was taking them to another system. Does that make sense or require more elaboration?Ramirez wrote:To do that you'd probably need to make use of something like the Save Anywhere OXP, to give the impression that the player is staying aboard a carrier for a while.
I got it, and if I can understand it, others will too. But that sounds like work: need to create several systems from scratch, or copy-paste existing ones to OXP script. And the fact that carrier remains in system, close to planet, as sitting duck. Game devs, can you allow OXP makers to add save functionaly to their stations and ship carriers that are not main station in system? Or allow multiple main stations in given system?Wildeblood wrote:Does that make sense or require more elaboration?