Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

NPCs following the player's wormhole

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16073
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

NPCs following the player's wormhole

Post by Cody »

As it stands, I think only NPC pirates are able to follow the player through their wormhole (is this correct?).
Shouldn’t this be possible for NPC traders, and most especially for GalCop Vipers when in pursuit of the player? It’s something I’d like to see, anyway.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: NPCs following the player's wormhole

Post by cim »

El Viejo wrote:
As it stands, I think only NPC pirates are able to follow the player through their wormhole (is this correct?).
Shouldn’t this be possible for NPC traders, and most especially for GalCop Vipers when in pursuit of the player? It’s something I’d like to see, anyway.
Looking at the standard AIs, pirates will follow, escorts will follow but only if their mother has entered witchspace already, which really narrows it to pirate escorts only, and anything using interceptAI to attack will follow (which includes bounty hunters, police on patrol but not police defense ships, and anyone interrupted while docking). They'll all only follow the player if the player was their current target, too.

Traders won't usually follow, so their escorts won't either except in very unusual circumstances.

Thargoids will never follow, as far as I can tell, with their standard AIs.

Obviously anything with a custom AI can follow the player.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: NPCs following the player's wormhole

Post by Switeck »

You can however sometimes trick an npc ship into "running into" a wormhole between it and you...if it's trying to attack you at the time. Hilarity ensues if you also conspire to make that wormhole a misjump that dumps them into a Thargoid battle. :twisted:
User avatar
Micha
Commodore
Commodore
Posts: 815
Joined: Tue Sep 02, 2008 2:01 pm
Location: London, UK
Contact:

Re: NPCs following the player's wormhole

Post by Micha »

IMHO Police ships should never follow the player - they'd be leaving their jurisdiction.

Pirates.. unsure. Perhaps only if they have a hyperspace motor to get back to their base. Otherwise they'd risk being stranded on somebody elses' (dangerous) turf.

Bounty-hunters, definitely.

Traders, possibly.
The glass is twice as big as it needs to be.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: NPCs following the player's wormhole

Post by Commander McLane »

Amnesty-seeking fugitives follow the player (and the player can follow them) en route to a battle assignment. That's provided you have Anarchies.oxp installed and accepted the amnesty offer on a Behemoth. :wink:
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: NPCs following the player's wormhole

Post by Switeck »

Traders already exiting the system (exitingTraderAI.plist) should at least have a chance of using the player's wormhole if the player hyperspaces out near them. This will have the added bonus of providing the player with possible allies (and escape route) if they end up misjumping into a Thargoid fight.
Post Reply