Controversy Corner
Posted: Sun Jul 09, 2023 12:21 am
The oolite update of the trusty old viper police ship.
Twice as fast as a cobra mk I, military lasers as standard, fuel injectors by default and a recharge rate one and a third times that of a fer de lance. There's nothing that comes even close to it in the standard game, at least not that travels in packs anyway...
As long as the player ship can't outrun a hardhead missile (750 or 0.75LM) without injector use then there's a means for it to fear a viper patrol. Give them the military lasers if necessary (or a long range version of the beam laser if that's too much) but IMHO the interceptor just highlights that non-police ship design in the 32nd(?) century is lagging behind significantly. It could be argued that is realistic but I'm not sure it matches the ooniverse described in the blurb on the oolite website.
Rightly or wrongly, I get the inmpression that it's not collapsing any time soon with interceptors around.
As usual, other thoughts welcome.
Twice as fast as a cobra mk I, military lasers as standard, fuel injectors by default and a recharge rate one and a third times that of a fer de lance. There's nothing that comes even close to it in the standard game, at least not that travels in packs anyway...
- Why's it there in the first place? (the case for)
- default player ship is faster than the standard viper (wasn't in elite)
- oxp ships could be (and often are) faster still
- needs to be some threat for the fugitive player
- shield boosters and the like can make the player especially tough
- What's to gain by removing it? (the case against)
- the viper pursuit was made just fast enough to catch the player cobra, the interceptor isn't needed to replicate the elite environment, give the pursuit injectors by default and they could even inherit the interceptor ship model
- being faster than all of the standard player ships just resets the bar for oxp design, it doesn't solve the problem - as for the asp, let it outrun them, it has no cargo space and it's injectors will only last so long
- the oft imagined state of affairs of an overrun police force and a dangerous Ooniverse doesn't really hold up in systems with interceptors (if they don't always outnumber the pirates, they certainly outgun them), the only reason the pirates are there at all in such systems may be that the poulator hasn't given the interceptors sufficient time to hunt them all down before the player can torus to the station
- bounty hunters exist of course and could include the asp - any oxp ships that can outrun it would likely be similarly suited to the role
As long as the player ship can't outrun a hardhead missile (750 or 0.75LM) without injector use then there's a means for it to fear a viper patrol. Give them the military lasers if necessary (or a long range version of the beam laser if that's too much) but IMHO the interceptor just highlights that non-police ship design in the 32nd(?) century is lagging behind significantly. It could be argued that is realistic but I'm not sure it matches the ooniverse described in the blurb on the oolite website.
The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either. And in the darkness between the stars, an old enemy lurks, fearless, perhaps waiting for order to collapse entirely.
Rightly or wrongly, I get the inmpression that it's not collapsing any time soon with interceptors around.
As usual, other thoughts welcome.