Fuel & roles & more
Posted: Fri Jun 27, 2008 3:20 pm
Some of the settings for the various standard ships seems to be not so logical... I listed some under various subjects here...
Subject Fuel
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Mamba & Mamba-escort
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Both the Pirate and the Escort version does not have fuel, i would argue that while i can understand why the Escort version does not have fuel, the Standard Pirate mamba should have fuel since if we go by the wiki, it was sort of a replacement favoured insted of the Krait, and the Krait does have Fuel, fuel injection, same speed & better Acceleration. and the ability to carry shield boosters and shield enhancers...
I would suggest to give the Mambas some fuel...
Viper &Viper-pursuit
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While they do not leave the system they where spawned in, its again some what unrealistic that they do not have the ability to make a jump
So i would suggest that we give them some fuel, this change is quite trivial and prolly will not break anything.
---------------------------
I admit that it ATM will prolly only benefit the Fuel Collector, but i would argue that it would benefit future OXPs that are messing around with the fuel...
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Subject: Roles
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Escorts
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While Escorts usually follow the escorted vehicle, they sometimes are left marooned.. i dont think it is very likely that they would escort either an Adder or an Orbital Transport shuttle down to the surface ( where they usually impact), if the code was changed to have them land on planet, it would make the system want to launch shuttes from the surface instead.
So Escorts should not look for business when a ship is a "shuttle", "miner" or "scavenger". they should only look for doing business with Traders that have at least 10 tons of cargobay like the Cobra MK I being the smallest ship able to have escorts. lets jsut say Ships with smaller cargo bays cant make a profit if they have to pay off the escorts
Adder in the roler of hunter
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The Adder has the possible role of Hunter...
This makes absolutely no sense, unless you wanna commit suicide, since there is no weaker ship in the role of a pirate, and one is blown away in matter of mili-seconds with a military laser.
It is also not able to carry a shield booster and its ECM probability is 0.01
while the ECM makes sense, cause who want to waste missiles on an Adder..
I would argue that either the role "hunter" is removed from the adder or it is given the ability to carry a shield booster and a Fuel injection device.
Maybe even an additional entry in the shipdata.plist with an adder-hunter entry where it nearly allways have the shield booster and the fuel injection device. and the role hunter removed from the original adder entry.
If an extra Entry is added the hunter version of the adder should have
This would make the hunter version a though little bugger;-)
Cobra mk III Traders
---------------------------------
None of these have the chance of having shield boosters or military shield enhancers. Not so logical from a players point of view, these should be relatively succesfull, and the pirate version does have the chance. i think they should have a minute chance of being hunters that are now traders.. with a probability of 0.05.. (5%) and therefore have the same probability to carry the shield booster and the military shield enhancer.
End of suggestions
And god, this takes so long to write... lol
Subject Fuel
---------------------
Mamba & Mamba-escort
---------------------
Both the Pirate and the Escort version does not have fuel, i would argue that while i can understand why the Escort version does not have fuel, the Standard Pirate mamba should have fuel since if we go by the wiki, it was sort of a replacement favoured insted of the Krait, and the Krait does have Fuel, fuel injection, same speed & better Acceleration. and the ability to carry shield boosters and shield enhancers...
I would suggest to give the Mambas some fuel...
Viper &Viper-pursuit
---------------------
While they do not leave the system they where spawned in, its again some what unrealistic that they do not have the ability to make a jump
So i would suggest that we give them some fuel, this change is quite trivial and prolly will not break anything.
---------------------------
I admit that it ATM will prolly only benefit the Fuel Collector, but i would argue that it would benefit future OXPs that are messing around with the fuel...
---------------------------
Subject: Roles
-----------------
Escorts
-----------------
While Escorts usually follow the escorted vehicle, they sometimes are left marooned.. i dont think it is very likely that they would escort either an Adder or an Orbital Transport shuttle down to the surface ( where they usually impact), if the code was changed to have them land on planet, it would make the system want to launch shuttes from the surface instead.
So Escorts should not look for business when a ship is a "shuttle", "miner" or "scavenger". they should only look for doing business with Traders that have at least 10 tons of cargobay like the Cobra MK I being the smallest ship able to have escorts. lets jsut say Ships with smaller cargo bays cant make a profit if they have to pay off the escorts
Adder in the roler of hunter
----------
The Adder has the possible role of Hunter...
This makes absolutely no sense, unless you wanna commit suicide, since there is no weaker ship in the role of a pirate, and one is blown away in matter of mili-seconds with a military laser.
It is also not able to carry a shield booster and its ECM probability is 0.01
while the ECM makes sense, cause who want to waste missiles on an Adder..
I would argue that either the role "hunter" is removed from the adder or it is given the ability to carry a shield booster and a Fuel injection device.
Maybe even an additional entry in the shipdata.plist with an adder-hunter entry where it nearly allways have the shield booster and the fuel injection device. and the role hunter removed from the original adder entry.
If an extra Entry is added the hunter version of the adder should have
Code: Select all
"adder-hunter" =
{
aft_eject_position = "0.0 -4.5 -23.0";
ai_type = "pirateAI.plist";
auto_ai = yes;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 2.5; //similar to the krait
exhaust = ("-5.75 0.0 -22.5 6.0 4.0 4.0", "5.75 0.0 -22.5 6.0 4.0 4.0");
forward_weapon_type = "WEAPON_BEAM_LASER";
fuel = 70;
max_energy = 170; // double that of the standard adder
has_shield_booster = 0.9;
has_shield_enhancer = 0.8;
has_fuel_injection = 0.9;
has_ecm = 0.1; // most would disregard this with its weak energy bank..
has_scoop = yes;
likely_cargo = 1;
max_cargo = 5;
max_flight_pitch = 2;
max_flight_roll = 2.8;
max_flight_speed = 260; // a little better than the standard adder
missile_launch_position = "0.0 -2.5 16.0";
missiles = 1;
model = "adder_redux.dat";
name = "Adder";
roles = "hunter oolite-adder-hunter";
thrust = 30;
weapon_position_aft = "0.0 0.0 -22.5";
weapon_position_forward = "0.0 0.0 22.5";
weapon_position_port = "-15.0 0.0 -14.5";
weapon_position_starboard = "15.0 0.0 -14.5";
};
Cobra mk III Traders
---------------------------------
None of these have the chance of having shield boosters or military shield enhancers. Not so logical from a players point of view, these should be relatively succesfull, and the pirate version does have the chance. i think they should have a minute chance of being hunters that are now traders.. with a probability of 0.05.. (5%) and therefore have the same probability to carry the shield booster and the military shield enhancer.
End of suggestions
And god, this takes so long to write... lol