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Oolite hard mode?
Posted: Sat Jul 13, 2013 4:52 am
by FSOneblin
What do you commanders do when you want oolite to be harder? I want my ooniverse to be a more scary and dangerous place.
Some OXP's I have installed to make it harder are:
Skilled NPC's
Renegade Pirates
Misjump analyzer - Makes misjumps more common I think... I swear I've gotten more since I've installed it but I'm not 100% sure...
Laser booster - laser failures make the ooniverse more difficult to navigate.
What other OXP's should I install for a harder ooniverse? Or what should I edit for a harder ooniverse? How do you make your ooniverse harder?
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 7:05 am
by Smivs
<shameless plug>
Try
ToughGuys4. It both increases NPC pilot skill level
and randomly increases the level of equipment of NPCs (more will have shield boosters, ECM, laser upgrades etc).
N.B. Because elements of it are the same as in Skilled NPCs they should not be used together however.
</shameless plug>
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 7:10 am
by cim
ToughGuys, as Smivs says.
Pirate Coves OXP. On its own it's more like a "easy bounties" OXP, but combined with Tough Guys and/or Skilled NPCs, it won't be.
Capt Murphy's Breakable Standard Equipment OXPs add a bit more of a challenge, too. Complements your breakable lasers nicely.
Thargoid Carrier, Thargorn Threat, Second Wave, Swarm and Thargoid Wars will between them toughen up the Thargoids and make their appearance in normal space more common. For Thargoid Carrier you probably want to add a few station OXPs which add stations near the planet - WildShips, or GRS Buoy Repair, for example. If you want even more variety of tougher Thargoids, also install the "To Catch a Thargoid" mission (you don't have to actually complete the mission if you don't want to)
Smivs wrote:Because elements of [ToughGuys] are the same as in Skilled NPCs they should not be used together however.
It should work out alright. Skilled NPCs will notice that ToughGuys has already defined a high skill level, and not touch those ships, while still improving the pilots on ships from other sources.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 7:53 am
by Smivs
cim wrote:
Smivs wrote:Because elements of [ToughGuys] are the same as in Skilled NPCs they should not be used together however.
It should work out alright.
Skilled NPCs will notice that ToughGuys has already defined a high skill level, and not touch those ships, while still improving the pilots on ships from other sources.
Ah, very clever
I didn't know that.
TG4 does only affect 'core' ships, not OXP ships, so the combination should be pretty good - I'll have to try that! Thanks, cim.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 8:06 am
by Thargoid
Also add in Lazarus OXP to make the Thargoid drones resurrect sometimes too.
I still have a couple of other things in mind for an OXP, but no time at the moment to look at anything.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 8:17 am
by cim
Smivs wrote:TG4 does only affect 'core' ships, not OXP ships, so the combination should be pretty good - I'll have to try that! Thanks, cim.
If you have ships in TG4 which have an accuracy below 5, Skilled NPCs will still affect them. You can set
"skilled_npcs_role" = "off"
in
script_info
to stop that happening.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 10:46 am
by Cody
Fair Cobra III and NPC Shields add some spice - and you could handicap yourself too (which is what I do).
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 4:29 pm
by another_commander
I'm surprised no one has mentioned yet Iron Man play. You don't need OXPs for that, you just play normally and if you get killed, you start again at Lave with 100Cr. Makes one think twice before attempting anything silly and you will find it increases difficulty ten-fold.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 4:29 pm
by Fatleaf
And definitely not to be overlooked is the
Green Geko. You will probably forget you had it in until you are 'reminded'!
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 4:42 pm
by CaptSolo
I find [wiki]Skilled NPCs OXP[/wiki] scripting quite logical. One should find better pilots in the more dangerous systems. The resultant behaviours is fantastic. I've seen ships flying in circles to avoid target lock. Makes the game more interesting and the player a better pilot. Same goes for TG4 as well.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 4:45 pm
by Cody
another_commander wrote:I'm surprised no one has mentioned yet Iron Man play.
<chortles> Pure iron-man play is harsh!
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 4:50 pm
by CaptSolo
Cody wrote:another_commander wrote:I'm surprised no one has mentioned yet Iron Man play.
<chortles> Pure iron-man play is harsh!
Especially with the Adder and no credits.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 6:05 pm
by Fatleaf
CaptSolo wrote:Especially with the Adder and no credits.
I did the Adder and 100Cr. Start. But I 'fixed' the player adder to have 5tc cargo space and fitted a passenger berth and became a taxi. Loved it. Still got that Adder, which is now got all the kit available to it.
Re: Oolite hard mode?
Posted: Sat Jul 13, 2013 6:10 pm
by Cody
Fatleaf wrote:Still got that Adder, which is now got all the kit available to it.
I've got an iron-assed Adder in the hangar - good fun to fly.
Re: Oolite hard mode?
Posted: Sun Jul 14, 2013 1:41 am
by CaptSolo
Cody wrote:Fatleaf wrote:Still got that Adder, which is now got all the kit available to it.
I've got an iron-assed Adder in the hangar - good fun to fly.
Think I came across that Adder... Somewhere in chart five, if not mistaken. It had a purple paint job!