Not sure as to what extent (if any) that the following is already true...
Shouldn't the size of the player ship influence the likelihood of predation by pirates? More specifically, the size of the player ship cargo bay could be an indicator of risk of pirate interest.
It may be true that larger vessels may sometimes pose a greater combat threat, I believe that the AI already factors this in when implementing pirate behaviour.
If implemented then it could make starting in a smaller ship more viable both in terms of difficulty and (possibly) time consumption. Starting with a lesser ship than the mk III would be much more conventional game design and if this addresses even one of the main issues then that could be of benefit. It could even apply to the standard mk III start if pirates were slightly less interested until the player acquired the large cargo bay...
This is the sort if thing I should be able to oxp but not sure how at present.
Off the top of my head:
1. Change player scan class/ID (possible?) in presence of pirates (% chance related to cargo capacity)
2. Change pirate AI in presence of player (with similar probability)
This seems both more realistic and more beneficial in terms of the early game. It could apply to trading players much more than bounty hunters, pirates may consider it unwise to ignore those, small cargo capacity or not.
Relationship between cargo hold and piracy
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- Cholmondely
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Re: Relationship between cargo hold and piracy
But: might not the hold space of the pirates also be relevant?Redspear wrote: ↑Sun Sep 08, 2019 3:47 pmNot sure as to what extent (if any) that the following is already true...
Shouldn't the size of the player ship influence the likelihood of predation by pirates? More specifically, the size of the player ship cargo bay could be an indicator of risk of pirate interest.
It may be true that larger vessels may sometimes pose a greater combat threat, I believe that the AI already factors this in when implementing pirate behaviour.
If implemented then it could make starting in a smaller ship more viable both in terms of difficulty and (possibly) time consumption. Starting with a lesser ship than the mk III would be much more conventional game design and if this addresses even one of the main issues then that could be of benefit. It could even apply to the standard mk III start if pirates were slightly less interested until the player acquired the large cargo bay...
This is the sort if thing I should be able to oxp but not sure how at present.
Off the top of my head:
1. Change player scan class/ID (possible?) in presence of pirates (% chance related to cargo capacity)
2. Change pirate AI in presence of player (with similar probability)
This seems both more realistic and more beneficial in terms of the early game. It could apply to trading players much more than bounty hunters, pirates may consider it unwise to ignore those, small cargo capacity or not.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Relationship between cargo hold and piracy
Indeed it might BUT... If you're being pirated then they must have cargo space remaining (and functional scoops) else what's the point.Cholmondely wrote: ↑Mon Jul 26, 2021 1:06 amBut: might not the hold space of the pirates also be relevant?
Perhaps you're thinking they only have space left for a few cargo pods?
If that is true then one solitary krait may be unlikely to take on a cobra mk III but a pack of them would. For the solitary krait the risk would be high but the pirates cargo capacity too small to potentially exploit the full reward. However as long as the former (risk) is known then the unknowns of player cargo (to the pirate) and pirate cargo (to the player) don't have to be decisive. Rather the pirate is gambling based on player cargo capacity to estimate likely winnings.
So whilst the to a lone krait the the rewards from pirating a mk III are similar to those of pirating an adder (due to the krait's low cargo capacity), the risk is likely very different and that is (I think) already factored into the AI's decision making preventing the krait from making a poor decision due to its inability to scoop a mk III"s full cargo capacity.
Meanwhile, a cobra mk III, 2 kraits and a python attack an adder, for what? 2TC? 5 in some oxp versions? The risk is really low but so is the reward. Shouldn't they be after bigger fish?
There's an argument to say no: just because they're equipped for stronger prey doesn't mean they'll ignore easy meat. However if it could make the starting game more fun then any half reasonable excuse why they might ignore the player is worth considering.
So if that pirate pack with the python recognise that the player has a large cargo bay installed (perhaps some imaginary external or scannable clue) then their risk:reward calculations are now skewed to the right, just as they currently recognise the player's laser armament which might similarly skew to the left.
Bigger rewards should attract more pirate interest, just as higher risk should deter that same interest. The argument here is that, according to my understanding, only the latter is currently taken into account whereas if it were to be both then the experience for the starting player in particular could be significantly improved.
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Re: Relationship between cargo hold and piracy
Speaking of pythons...
If the large traders dropped more cargo then not only could piracy be more lucrative but you then have two more likely situations benefitting the starting player:
If the large traders dropped more cargo then not only could piracy be more lucrative but you then have two more likely situations benefitting the starting player:
- Sated pirates become more likely, temporarily without the cargo space to bother any more traders (may require AI change). Player torus drive makes full sating of all pirates extremely unlikely but may affect some later encounters when headed towards the station.
- Increased likelihood of encountering salvage. Even the starting players hold can be full but then cargo can be destroyed too so the occasional chance to restock (or perhaps even to return before leaving the system) would be welcome and even interesting! The aftermath of a battle rather than the battle itself.
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Re: Relationship between cargo hold and piracy
Umm ... only works for starting players with your "Cargo-scoops as standard" add-on!Redspear wrote: ↑Mon Jul 26, 2021 11:51 amSpeaking of pythons...
If the large traders dropped more cargo then not only could piracy be more lucrative but you then have two more likely situations benefitting the starting player:
- Sated pirates become more likely, temporarily without the cargo space to bother any more traders (may require AI change). Player torus drive makes full sating of all pirates extremely unlikely but may affect some later encounters when headed towards the station.
- Increased likelihood of encountering salvage. Even the starting players hold can be full but then cargo can be destroyed too so the occasional chance to restock (or perhaps even to return before leaving the system) would be welcome and even interesting! The aftermath of a battle rather than the battle itself.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Redspear
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Re: Relationship between cargo hold and piracy
Not quite true if...Cholmondely wrote: ↑Mon Jul 26, 2021 3:08 pmUmm ... only works for starting players with your "Cargo-scoops as standard" add-on!
- Fuel scoops remain cheaper than fuel injectors
- Occurrance/encounter is (just) common enough to merit the choice of the former as an early investment over the latter