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Re: Random Hits OXP

Posted: Sun Dec 04, 2011 11:36 pm
by JazHaz
sdrubble wrote:
While I have just downloaded 1.4.12, I noticed that the Wiki text still states '1.4.11' :roll: ... and I didn't see the post announcing 1.4.12. Deleted post perhaps? :mrgreen:
Updated the wiki, copied info from v.1.4.12's readme.txt

Re: Random Hits OXP

Posted: Mon Dec 05, 2011 8:22 am
by Eric Walch
sdrubble wrote:
Well, 1.4.12 seems to have been a "hidden" release. :shock:
Something like that. :lol: When I noticed that the bad randomness in the hit messages was back, I decided that the temp fix I used for 1.74, I should also use for 1.75. As fixing it in Oolite never happened. Than I did dove in oolite code and found were I could fix the problem once and for all. This would make 1.4.12 unneeded over 1.4.11 when using trunk or future 1.76, so I never announced its release.

Re: Random Hits OXP

Posted: Mon Dec 05, 2011 6:48 pm
by sdrubble
Eric Walch wrote:
This would make 1.4.12 unneeded over 1.4.11 when using trunk or future 1.76, so I never announced its release.
Should I understand, then, that 1.76 is just around the corner ? :shock: Before XMAS maybe ? :twisted:

Re: Random Hits OXP

Posted: Mon Dec 05, 2011 6:52 pm
by Cody
sdrubble wrote:
Should I understand, then, that 1.76 is just around the corner ? Before XMAS maybe ?
Seems quite likely, I'd say.

Re: Random Hits OXP

Posted: Mon Dec 05, 2011 7:10 pm
by sdrubble
El Viejo wrote:
sdrubble wrote:
Should I understand, then, that 1.76 is just around the corner ? Before XMAS maybe ?
Seems quite likely, I'd say.
That's great news, Mr. Oldman... thx !!! :D

Re: Random Hits OXP

Posted: Fri Dec 09, 2011 9:22 am
by Cmdr. Maegil
hayden wrote:
Problem is I've never seen him at all to see his worm hole or any evidence of him. I'm hyperspaced in, flown to planet, flown back to start, flown back to planet, hperspacedback out and back in. nothing :) guess he may already be gone/dead as jazhaz says. :?
That happens frequently - you have to search for him, and the lane can be broader than the current scanner range... Sometimes it takes five, six, even more runs before I find the mark.
If he's killed by someone else (or you do it with fancy OXP weapons) you should get a message saying he's been caught by a better assassin, in which case the mission status on F5-F5 changes to a failure.

Re: Random Hits OXP

Posted: Fri Dec 09, 2011 9:24 am
by Cmdr. Maegil
<copy of a post on the wrong thread>

@LB

Can you be interested in expanding random hits?

I was thinking of the kind of mission that "your fellow killers say that pulling off this extremely tricky deletion will require a small battleship", or that "the other guild members reckon this mission to be so extraordinarily difficult that it'll take nothing short of a carrier task force to excise this villain"...

Re: Random Hits OXP

Posted: Fri Dec 09, 2011 10:18 am
by Switeck
Cmdr. Maegil wrote:
"the other guild members reckon this mission to be so extraordinarily difficult that it'll take nothing short of a carrier task force to excise this villain"...
While not quite a carrier task force, I've played a few Galactic Navy missions against pirate groups. Usually it goes very badly for the reserve force unless I do most of the work. :P

Having high-point allies to help out means you're almost turning the mission into an escort mission...and you cannot afford to lose them in the fight.

Re: Random Hits OXP

Posted: Fri Dec 09, 2011 12:22 pm
by JazHaz
Switeck wrote:
Cmdr. Maegil wrote:
"the other guild members reckon this mission to be so extraordinarily difficult that it'll take nothing short of a carrier task force to excise this villain"...
While not quite a carrier task force, I've played a few Galactic Navy missions against pirate groups. Usually it goes very badly for the reserve force unless I do most of the work. :P

Having high-point allies to help out means you're almost turning the mission into an escort mission...and you cannot afford to lose them in the fight.
I think this idea (whilst a good idea) is probably outside the scope of this OXP. Random Hits missions are always you alone versus the hit (and his escorts). Not you, and others versus the hit.

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 9:33 am
by Micha
I too would prefer Random Hits to stay the way it is.
The core game is you as a lone-wolf trader (/bounty-hunter/pirate) pitted against the Ooniverse. While I don't begrudge people wanting to play more epic scenarios they are catered for with certain OXPs to do just that. So I'd personally prefer the more general OXPs to adhere to the lone-wolf idea.

Besides, how many bounty-hunters do you know that would (a) give up the glory of the kill and (b) share the bounty???

Cheers,
- Micha.

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 9:56 am
by Fatleaf
Micha wrote:
I too would prefer Random Hits to stay the way it is.
The core game is you as a lone-wolf trader (/bounty-hunter/pirate) pitted against the Ooniverse. While I don't begrudge people wanting to play more epic scenarios they are catered for with certain OXPs to do just that. So I'd personally prefer the more general OXPs to adhere to the lone-wolf idea.
I am with you there.
Micha wrote:
Besides, how many bounty-hunters do you know that would (a) give up the glory of the kill and (b) share the bounty???

Cheers,
- Micha.
A) Not me! B) Not me!

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 10:30 am
by Cmdr. Maegil
Fatleaf wrote:
Micha wrote:
Besides, how many bounty-hunters do you know that would (a) give up the glory of the kill and (b) share the bounty???
A) Not me! B) Not me!
Cooperation might be in order to tackle some epic hits - If the mark was, let us say, a Black Monk VIP hidden inside a Monastery, surrounded by a minefield and a couple dozens BM Gunships expecting for trouble, and with a bounty in the 5 digits order...

But I get your point - you'd rather keep things as they are and confine epic level missions to epic level OXPs.

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 10:35 am
by Fatleaf
Cmdr. Maegil wrote:
Cooperation might be in order to tackle some epic hits - If the mark was, let us say, a Black Monk VIP hidden inside a Monastery, surrounded by a minefield and a couple dozens BM Gunships expecting for trouble, and with a bounty in the 5 digits order...
Then all glory would be mine! :D

I would skirt around the edges picking off the gunships one at a time and then either drag the mines out of the way with my tractor beam or shoot them. Then a Qmine or the like would do the business on the Monastery itself. :twisted:

Money please 8)

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 10:38 am
by Smivs
Cmdr. Maegil wrote:
Cooperation might be in order to tackle some epic hits - If the mark was, let us say, a Black Monk VIP hidden inside a Monastery, surrounded by a minefield and a couple dozens BM Gunships expecting for trouble, and with a bounty in the 5 digits order...
I dunno, might be worth popping a missile or two on my empty pylons. Otherwise, just another day at the office. :)

Re: Random Hits OXP

Posted: Mon Dec 12, 2011 11:01 am
by Cmdr. Maegil
Cmdr. Maegil wrote:
Cooperation might be in order to tackle some epic hits - If the mark was, let us say, a Black Monk VIP hidden inside a Monastery, surrounded by a minefield and a couple dozens BM Gunships expecting for trouble, and with a bounty in the 5 digits order...
Fatleaf wrote:
Then all glory would be mine! :D
I would skirt around the edges picking off the gunships one at a time and then either drag the mines out of the way with my tractor beam or shoot them. Then a Qmine or the like would do the business on the Monastery itself. :twisted:
Money please 8)
Denied - you broke the deal, you coward! The contract specifically said no WMD were allowed. :wink:
Smivs wrote:
I dunno, might be worth popping a missile or two on my empty pylons. Otherwise, just another day at the office. :)
Maybe I should just shut up... :lol:

BTW, grouped ships react when one is attacked, but IIRC scan range limits this to ships that can actually detect the target... am I right, and if so, is there a chance of correcting this behaviour - i.e. make them call their buddies before making an attack run, or make the rest of the group follow members out of range engaged in a fight or a chase if they haven't got other hostiles in sight?