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Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 2:51 pm
by Mad Dan Eccles
I seem to remember seeing an 'Essentials'--type guide to equipment for new players. Did I hallucinate that?

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 3:01 pm
by cim
Welcome, statto, and thank you very much for taking the time to give your impressions.
Smivs wrote:
Most NPCs in the core game are actually quite weak and are unlikely to have much more than the kit your starting Cobby came with
...though since that includes three missiles they don't need to have much more.
Smivs wrote:
Even an upgrade to a beam laser will give you a real edge over most NPCs which will only have pulse lasers. ECM is also worth getting early on as well, then missiles will be less of a problem. And when you can afford shield boosters and energy units you will have one of the toughest ships around in terms of the 'core' ships.
Around 2/3 of NPC pirates have beam lasers, though.

I'd recommend injectors as the first purchase: you can run away from missiles with them, so you don't need ECM so urgently, you can run away from most pirates with them, so you don't need a proper laser so urgently, and you can get down the spacelanes faster so you might be able to get past some pirates before they even spot you. They don't work if you just did a long jump, of course, but the area around Lave has a lot of reasonably good short trade routes.

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 3:10 pm
by Mad Dan Eccles
cim wrote:
I'd recommend injectors as the first purchase: you can run away from missiles with them, so you don't need ECM so urgently, you can run away from most pirates with them, so you don't need a proper laser so urgently, and you can get down the spacelanes faster so you might be able to get past some pirates before they even spot you. They don't work if you just did a long jump, of course, but the area around Lave has a lot of reasonably good short trade routes.
Seconded. As I say, I was late buying this *essential* piece of kit, and had a definite <headdesk> moment when I realized they existed...

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 3:58 pm
by Cody
Hi statto and welcome...
statto wrote:
I am against the idea in principal of jumping, dying, reloading... jumping, dying, reloading until I get a clean run.
That's not how I find it as a virgin Jameson (and I have tested this many times now). Certainly, you will get a bad starting run sometimes (even very occasionly a right good slapping at Zaonce), but definitely not every time - more often than not, it's safe for quite a few jumps/runs. As mentioned, injectors should be first on the list for buying.

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 4:06 pm
by Disembodied
statto wrote:
I remember from the Speccy days that pirates swooped in from the side and you could see them coming and knew they were pirates whereas in Oolite I just seem to have caught up with these guys in the spacelane. Maybe I got too close to them and they felt threatened. Does this happen or are they just slow pirates?
Just slow pirates, probably - or maybe they were just finishing doing something else, like scooping up some loot.
statto wrote:
I'm not expecting an easy ride in Oolite but I feel it's just tweaked a bit too hard for beginners to cope with. I don't have any answers I'm afraid.
Personally, I agree with you. I don't think new players should either have to avoid the game by going offlane, or should have to constantly reload from saved as they struggle to survive regular pirate attacks within Corporate States and Democracies while they save up enough money to be able to afford injectors so they can run away from pirates who - in my opinion - shouldn't really be there ...

A potential solution - or experiment - might be for someone with the knowhow to make a "Friendly Skies" OXP that removes all pirates from Corporate States, and nearly all pirates from Democracies and Confederacies. In fact, didn't someone do this just recently? Or did I dream it? Anyway, whatever: I think this is the best solution, all round. New players can learn the game without regularly getting killed, and there's always the risk of a Thargoid attack. More experienced players can head off into the wilds when they want a fight. Just now, the systems seem too much the same: I've been through Democratic systems and met more pirates that I did in the Feudal one next door. Making the top-end government systems busy with traders and free of pirates would help to emphasise the difference between them and the life-in-your-hands free-for-all situations among the Anarchies and their ilk.

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 4:27 pm
by Cody
Disembodied wrote:
Making the top-end government systems busy with traders and free of pirates would help to emphasise the difference between them and the life-in-your-hands free-for-all situations among the Anarchies and their ilk.
All very well, but this would remove the unpredictability - mostly, high-TL/top-end systems are safe. But just occasionly one can be surprised, which is good.

An old conversation, but have you actually taken a few Jamesons out recently, Big D?

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 4:47 pm
by Disembodied
El Viejo wrote:
All very well, but this would remove the unpredictability - mostly, high-TL/top-end systems are safe. But just occasionly one can be surprised, which is good.

An old conversation, but have you actually taken a few Jamesons out recently, Big D?
I've not done a Jameson run in a while, no - but I seem to encounter pirates in Democratic and Confederacy systems on a fairly regular basis.

A Thargoid attack should be a surprise - a nasty shock, even - and could happen anywhere. Meeting pirates in top-end systems seems pretty common, I think, at the moment. If it only happened very rarely, then it might restore the element of surprise.

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 5:07 pm
by Cody
Disembodied wrote:
I've not done a Jameson run in a while, no...
As before, I'd urge you to try several start-up runs with virgin Jamesons (but don't do what I did the other night, which was forget to disable the NPC-Shields and Fair Cobra III OXPs - it was fun, though), and to put yorself into a beginner's frame of mind - no tricks of the trade and use poor tactics.

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 5:12 pm
by Disembodied
El Viejo wrote:
As before, I'd urge you to try several start-up runs with virgin Jamesons (but don't do what I did the other night, which was forget to disable the NPC-Shields and Fair Cobra III OXPs - it was fun, though), and to put yorself into a beginner's frame of mind - no tricks of the trade and use poor tactics.
If I get a chance I'll give it a go this weekend ...

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 5:18 pm
by Cody
Disembodied wrote:
El Viejo wrote:
As before, I'd urge you to try several start-up runs with virgin Jamesons (but don't do what I did the other night, which was forget to disable the NPC-Shields and Fair Cobra III OXPs - it was fun, though), and to put yorself into a beginner's frame of mind - no tricks of the trade and use poor tactics.
If I get a chance I'll give it a go this weekend ...
Can we have pics of you taking a slappin' at Zaonce?

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 8:03 pm
by Pluisje
El Viejo wrote:
... no tricks of the trade and use poor tactics.
As some have stated before, that's a (maybe THE) big one. I have recently started with a new Jameson. Knowing where trouble comes from is a very large part of survival. I purchased a [wiki]Scanner Targeting Enhancement[/wiki] at the first opportunity. After that I fled from the bigger offenders/fugitives.

Also being able to dock at injector speed helps :).

Re: Split: Difficulty for new players

Posted: Fri Feb 15, 2013 8:29 pm
by GGShinobi
Pluisje wrote:
Also being able to dock at injector speed helps :).
:shock: You must be using a joystick, I guess?

Re: Split: Difficulty for new players

Posted: Sat Feb 16, 2013 12:00 am
by Disembodied
Here, for I hope interest, I begin what may be an occasional series, entitled

THE LIFE AND OPINIONS OF COMMANDER NOOBY

I found it very difficult to play as a complete beginner: I can't turn off the hard-won experience of docking and combat, for example. But Commander Nooby is sticking to "safe" systems, he's sticking to the spacelanes, and he's making informed trades (more or less). Anyway, on with Part I ...
Commander Nooby wrote:
THE LIFE AND OPINIONS OF COMMANDER NOOBY

Part the First.

Here I am, in a shiny stock Cobra III, the Beginner's Luck, with Cr100 to my name and space travel in my blood. First things first: let's get a bit more working capital. I sell 2 of my 3 missiles, netting me enough to buy 5TC of Liquor and Wines, and 1TC of Food. I pick Zaonce as my jump destination, and launch from the station. I cruise away, bid farewell to Lave, and hit the countdown. Ooh, hyerpspace is sparky ... and red and green. Witchdrive malfunction! Oh poop. I manage to persuade one Thargoid to launch its drones, before expiring in a ball of indignation.

Oh, what a horrible dream I had! I hope it wasn't a premonition ... with a strong sense of déjà vu, I launch from Lave station and open a wormhole to Zaonce. What a relief - I arrive at the Zaonce WP safe and with most of my molecules where they were when I left Lave. Right: line up on the planet ... I can see laser fire flickering against the darkness, up ahead. Lots of traffic around, too. Some of those weapons flashes are purple ... I'm masslocked in traffic but to be honest I'm in no rush to find out who's fighting the Law right now. Ooh look, an Escape Pod, drifting by ...

I spend most of the trip in masslock, but that's OK. On the way in I unleash the full force of my Pulse laser on a couple of dangerous asteroids, and make a couple of bucks. I reach the station, dock, sell my cargo, and congratulate myself for not spending Cr68.4 on Furs on Lave - they'd only be worth Cr68.0 here on Zaonce. That's the fashion trade for ya. Anyway, there's always a market for fine wines: I sell my cargo and have Cr166 after refuelling. I'm on my way!

Where next? Isinor is the obvious choice: sure, it's a Confederacy, only the third-safest sort of system, but I feel lucky (and after my "bad dream" earlier, I reckon the universe owes me one). It's also the most stable Agricultural system in range: the other two are Lave (Dictatorship) and Bemaera (Multi-government). And it's a Poor Ag, to boot: ka-ching! Right: what do I take? Dammit! Not enough for 3TCs of Computers ... but I do have enough for 3TCs of Machinery. What will bring me the better overall profit? 2TCs of Computers or 3TCs of Machinery? I go for the bulk, and buy Machinery. I launch from the station, and witch out to Isinor.

All's quiet round the Isinor WP ... lots of laser flashes up ahead, though. Oh well: onward!

There are the flickers of 2 firefights visible now ... and I'm masslocked behind a Moray Medical, named T.E.E.T.H.. Let's hope he's got some, because I'm still pretty gummy ... Oops, here's a Python, the Osprey of Ontiat, and he's swirling around - he's locked in a dogfight with the Fer-de-Lance Twisted Ass. Nice. The Moray Medical and I fly casual, and leave them to it.

The combatants fall behind, and I overhaul T.E.E.T.H.. I hit the torus and scoot on, and find 4 ships in barney mode. 3 are definitely engaged, but as I twist my course in the direction of "away", one peels off and swings towards me. The klaxon sounds and the lights flash red: I'm under attack! Laser fire snaps at my forward shield, and I bring my sights to bear ... there's a bit of good news: it's only a Sidewinder, the Vanguard Corsair - which is appropriate enough, I suppose, for my first pirate. He pops his laser at me, I pop mine at him, and my aim, and my shields, are better than his. He breaks off the attack and squirms away. I don't need a second invite, and fall onto his six. The Pulse laser is barely even registering a temperature, and it's not long before the Vanguard Corsair is a puff of plasma. My first kill, and it's a doozy! Cr94 in bounty, whoop-de-doo! That'll take the edge off anybody's moral qualms. But I'll think about that later, because two more ships have just swum onto the scanner at extreme range. They're between me and where I think the station is, and I've got a nasty feeling they're two of the ships from that barney I mentioned earlier ...

Oh crap, they are. It's a Cobra III, the Buccaneer's Gold, and something small ... I angle away from them. Have they seen me? I think they might have seen me ... yup, they've seen me, and they're swinging in. Crap, crap, crap. I can see the station, but it's a way off yet. I head up, and away, and over, trying to keep my distance. I've managed to put them astern. Bugger: one blip goes red as it gets a weapons lock: it's overhauling me. A quick glance out the rear view, and I get a ping on it: another Sidewinder, the Swings and Roundabouts. Laser fire starts coming in, and I twist and shake, looping and spiralling my way nearer and nearer to the station. I can't turn to fight him, because then the Buccaneer's Gold will be on me too, and there's really only one way that fight will turn out. I have to reach the station. It's hanging there, closer, closer ... my rear shield is yellow, then red - then maybe his laser's overheated, because there's a lull in the laser fire, and my rear shield starts to recharge. But he's closer still, and then he opens up again. I've got no choice: I lock a missile on to him. I'm still twisting and turning, but he's wearing me down - the shield collapses, I'm taking hits to the hull, and now the Buccaneer's Gold blip is burning red too, as he locks his weapons. I cross my fingers, and launch the missile.

The Swings and Roundabouts breaks off the attack, his blip turns yellow, and he's running. I point myself square at the station again and will the ship onwards. On the scanner, I see my missile rushing in on to the Sidewinder then - both blips vanish, and I get Cr27 in bounty, which doesn't quite cover the cost of the missile. Still, though, I consider that Cr3 well spent. The Buccaneer's Gold is still there, and still red, but it must be extreme range because he's not firing. It's my Cobra III versus his Cobra III. Some people will tell you that other Cobra IIIs can seem slower: well, not this one. I'm flat out, full speed, and he's hanging on my scanner like a tick. But he's not firing, and now - at last - here is the Isinor station aegis.

The Buccaneer's Gold is keen, though. Keen and mean. He keeps on behind me. I don't see any Vipers, either. Why aren't they spilling out to help me? Why won't the Buccaneer's Gold let me go? I did missile his buddy, right enough, but there was nothing personal in it.

Finally, he turns yellow, and I'm aiming at a point between the station and the nav buoy when some fat twit in a Boa blorps out, followed by a long tail of escorts. I slow down, and suddenly the Buccaneer's Gold thinks it's game on again, even though there's a purple blip footling in from the other side of the station! Dammit, no! Good thing I majored in unorthodox docking: I let the last escort Mamba piddle on out the road and punch the engines, coming in to dock on a fast curve that probably caused a few drinks to be spilled in the dock bar - and then I'm in, and the Buccaneer's Gold is left there, all alone, with a cop coming in and a cloud of escort fighters just waking up around him. Hell mend him, I say.

Dammit! I should have taken the 2 tons of Computers. I only made Cr15 per TC on the Machinery, and would have made Cr34 per TC on the Computers. Stupid. Live and learn, I suppose. Speaking of "live", I buy another missile when I refuel. And after all that, I have enough to buy 13TC of Isinorian booze at Cr22 per TC, with enough left over for 2TC of Food at Cr2.4. My cargo hold is close to full: how about that? Platinum is mouthwateringly cheap, but at Cr65.6 per kilo I just don't have the capital to take advantage of it. I've got precisely Cr0.6 to rub together, and a course plotted for Ensoreus. Rich Industrial, TL12, fat black felines - what's not to love?

Re: Split: Difficulty for new players

Posted: Sat Feb 16, 2013 12:14 am
by Cody
It sounds as if you enjoyed that... cool! The magic of the game, eh?

Re: Split: Difficulty for new players

Posted: Sat Feb 16, 2013 12:32 am
by Disembodied
El Viejo wrote:
It sounds as if you enjoyed that... cool! The magic of the game, eh?
It's great, definitely - always has been, always will be! By rights, I should have died in Isinor ... but I got lucky, and I had years of experience behind me, too. I should state for the record that there were no OXPs in use except eye-candy.

It's food for thought, though - especially the continued pursuit by the Buccaneer's Gold into the aegis. Maybe there's room for some improvement of pirate AI, there? And/or some incentive for Vipers to assist the player? Obviously we wouldn't want Vipers to launch every time an Offender enters the aegis, for obvious reasons, but maybe they could come out if ships enter the aegis in combat mode?

Also, how do Viper patrols work? Do new patrols get added after the player arrives? I'm trying to remember, but I don't know if I've ever had a police patrol come on the scene and help me out, when I've been in combat. I've chased off in the direction of a Viper, on occasion, but I can't remember ever having the cavalry come rushing over the hill to save the day ...