Pirates with huge bounties! Just say no!
Posted: Sat Feb 14, 2009 9:57 pm
It's not actually my idea, but let's see if I captured the essence of it...
At the moment, if a ship with role 'pirate' is added automatically by the system populator, it gets a random bounty, instead of the specific one defined in the plist.
The specific bounty is assigned to a ship only if an OXP creates it 'manually'.
A novel idea would be to allow oxps to specify a fixed (high) bounty for ships with the generic role pirate. If there's a generic pirate with a big ship in the system, they're most likely up to no good, and it would be in everybody's interest to put a stop to them, and a high enough bounty will definetly get the attention of bounty hunters & police. Of course, these ueber pirates are going to be very rare indeed.
It sounds almost like a good idea, and in theory something like auto_bounty=no (along the lines of auto_ai=no) could be introduced for 1.73. However, there's a couple of things that make me ...well... think twice:
1. An automatically populated system won't have that many patrol ships, and if there's a really strong pirate ship out there, with a really big bounty on it. Well, all you get is cops going 'splat' against it. Having a low bounty on those huge pirates guarantees the survival of a few cops in that system. Even if you have a really big police ship, there's no guarantee that a big cop will be generated automatically in the same system as a big pirate. Chances are that it won't. The engine isn't geared for it, and to modify it to take into account all possible game imbalances would take a lot of time. A lot.
If you really, really want to have systems with randomly generated huge pirate ships, IMO those pirated ships need to be crippled.
A lot: almost no thrust, turrets disabled, that sort of thing.
If ordinary pirates manage to capture a big ship (remember, we're talking about the system populator here ), they'll still have to fight each and every ship's subsystems, and it could take months for that to happen. That way a couple of rookie cops in a backwater system kind of get a chance not dying within 10 seconds of that big pirate appearing on their scanners...
2. IMO, using like-ship and 'my-special-big-bounty-pirate' role to make stolen behemoths with huge bounties is very much the way to go. The really good possibilites can be better explored in dedicated OXPs, where you can create a pirate behemoth, and you can have the appropriate setting (1000s of small police ships trying to swarm it, or 5 galnav big guns to hunt them down from system to system...)
Having said all that, I'll be more than happy to provide the 3-line JS script that randomly generates 'my-special-big-bounty-pirate' ships with a whatever in 1 probability of appearing in any system!
At the moment, if a ship with role 'pirate' is added automatically by the system populator, it gets a random bounty, instead of the specific one defined in the plist.
The specific bounty is assigned to a ship only if an OXP creates it 'manually'.
A novel idea would be to allow oxps to specify a fixed (high) bounty for ships with the generic role pirate. If there's a generic pirate with a big ship in the system, they're most likely up to no good, and it would be in everybody's interest to put a stop to them, and a high enough bounty will definetly get the attention of bounty hunters & police. Of course, these ueber pirates are going to be very rare indeed.
It sounds almost like a good idea, and in theory something like auto_bounty=no (along the lines of auto_ai=no) could be introduced for 1.73. However, there's a couple of things that make me ...well... think twice:
1. An automatically populated system won't have that many patrol ships, and if there's a really strong pirate ship out there, with a really big bounty on it. Well, all you get is cops going 'splat' against it. Having a low bounty on those huge pirates guarantees the survival of a few cops in that system. Even if you have a really big police ship, there's no guarantee that a big cop will be generated automatically in the same system as a big pirate. Chances are that it won't. The engine isn't geared for it, and to modify it to take into account all possible game imbalances would take a lot of time. A lot.
If you really, really want to have systems with randomly generated huge pirate ships, IMO those pirated ships need to be crippled.
A lot: almost no thrust, turrets disabled, that sort of thing.
If ordinary pirates manage to capture a big ship (remember, we're talking about the system populator here ), they'll still have to fight each and every ship's subsystems, and it could take months for that to happen. That way a couple of rookie cops in a backwater system kind of get a chance not dying within 10 seconds of that big pirate appearing on their scanners...
2. IMO, using like-ship and 'my-special-big-bounty-pirate' role to make stolen behemoths with huge bounties is very much the way to go. The really good possibilites can be better explored in dedicated OXPs, where you can create a pirate behemoth, and you can have the appropriate setting (1000s of small police ships trying to swarm it, or 5 galnav big guns to hunt them down from system to system...)
Having said all that, I'll be more than happy to provide the 3-line JS script that randomly generates 'my-special-big-bounty-pirate' ships with a whatever in 1 probability of appearing in any system!