(Original) ToughGuys OXP
Posted: Sun Oct 03, 2010 1:30 pm
This is an old thread. The current version of this OXP is discussed here.
Following several discussions on the BB it has become clear that many Commanders feel that the Player has an unfair advantage in terms of both speed and equipment levels. Whilst a good thing for the novice, many experienced commanders were finding things a little bit too easy, and felt that a bit more balance in the game was desirable.
Little can be done to make the 'baddies' more aggressive, or aim better, but in an attempt to redress the balance a bit, I have developed 'ToughGuys', a small, simple OXP which makes some of the Baddies, well, badder. This is NOT an OXP for Newbies!
'ToughGuys' makes the following changes:-
Adversaries get a weapons upgrade - if they previously had a Pulse laser they get a Beam laser, and if they previously had a Beam laser, they get Military lasers. Those with aft mounts available also get a rear Beam laser.
There is also a greatly increased chance of them having extra defensive equipment, such as shield boosters, military shield enhancement and ECM. Many will have fuel injectors and some will have the equivalent of an Extra Energy Unit, Also the NPC Mk III Cobra now has the same top speed as the player version.
The net result of these changes is that most (but not all) of the pirates you come across will be harder to kill, and will hurt you much more when they hit you. These changes only apply to 'core' NPCs which have the role 'Pirate', and I have been mindful to only give ships equipment they could/should have fitted.
I have been testing this for a few weeks now, and think I've got a good balance, but would still like some feedback. If you think it's too tough, tell me, and if you think the 'Baddies' are still too weedy, tell me that as well. You will be able to identify the ToughGuys as they have * (stars) either side of their name on the scanner, so a "Mk III Cobra" becomes a "*Mk III Cobra*".
Compatibility:-
ToughGuys OXP has been tested on Oolite v1.74.2 but should work on all versions. It uses a shipdata_overrides.plist to override some data in standard Oolite and other OXPs. It has been tested with standard Oolite and many other OXPs including Smivs'Shipset, but may be incompatible with OXPs using on-board override.plists. If any incompatibilities are found, please report these on the Bulletin Board.
EDIT:-
I have just uploaded v1.1 which includes code to allow this to function with Griff's Normal-mapped Ships. Thanks for the help, Griff. NB This has not actually been tested yet, so feedback is again very welcome.
You can download ToughGuys OXP here
Following several discussions on the BB it has become clear that many Commanders feel that the Player has an unfair advantage in terms of both speed and equipment levels. Whilst a good thing for the novice, many experienced commanders were finding things a little bit too easy, and felt that a bit more balance in the game was desirable.
Little can be done to make the 'baddies' more aggressive, or aim better, but in an attempt to redress the balance a bit, I have developed 'ToughGuys', a small, simple OXP which makes some of the Baddies, well, badder. This is NOT an OXP for Newbies!
'ToughGuys' makes the following changes:-
Adversaries get a weapons upgrade - if they previously had a Pulse laser they get a Beam laser, and if they previously had a Beam laser, they get Military lasers. Those with aft mounts available also get a rear Beam laser.
There is also a greatly increased chance of them having extra defensive equipment, such as shield boosters, military shield enhancement and ECM. Many will have fuel injectors and some will have the equivalent of an Extra Energy Unit, Also the NPC Mk III Cobra now has the same top speed as the player version.
The net result of these changes is that most (but not all) of the pirates you come across will be harder to kill, and will hurt you much more when they hit you. These changes only apply to 'core' NPCs which have the role 'Pirate', and I have been mindful to only give ships equipment they could/should have fitted.
I have been testing this for a few weeks now, and think I've got a good balance, but would still like some feedback. If you think it's too tough, tell me, and if you think the 'Baddies' are still too weedy, tell me that as well. You will be able to identify the ToughGuys as they have * (stars) either side of their name on the scanner, so a "Mk III Cobra" becomes a "*Mk III Cobra*".
Compatibility:-
ToughGuys OXP has been tested on Oolite v1.74.2 but should work on all versions. It uses a shipdata_overrides.plist to override some data in standard Oolite and other OXPs. It has been tested with standard Oolite and many other OXPs including Smivs'Shipset, but may be incompatible with OXPs using on-board override.plists. If any incompatibilities are found, please report these on the Bulletin Board.
EDIT:-
I have just uploaded v1.1 which includes code to allow this to function with Griff's Normal-mapped Ships. Thanks for the help, Griff. NB This has not actually been tested yet, so feedback is again very welcome.
You can download ToughGuys OXP here