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Better combat OXP suggestions please

Posted: Wed Feb 09, 2011 10:38 pm
by ooh-ooh
Playing by joystick so maybe already half cheating, but I'm finding combat with anything less than a bunch of eight ne'er-do-wells a cert, and lots of scooping of goodies is making me seek these situations. So I'm getting addicted to odds-against combat where I win anyway.

For instance if I close to within 300m of an enemy he doesn't dodge anymore. This is obviously not realistic. Is there an obvious OXP will sort this ? The dodging motion before I manage to close to this range is impossible to deal with, and would be impossible to deal with right up to point blank range - yet this IS what I want my opponents to do !!!!!

Stupidly enough.

Re: Better combat OXP suggestions please

Posted: Wed Feb 09, 2011 10:42 pm
by Smivs
ooh-ooh wrote:
Playing by joystick so maybe already half cheating,
Certainly not. many of us use a 'stick.
ooh-ooh wrote:
So I'm getting addicted to odds-against combat where I win anyway.
Not what you've asked for, but have you tried TG2 at Armageddon level.
[/blatant plug]

Re: Better combat OXP suggestions please

Posted: Wed Feb 09, 2011 10:58 pm
by ooh-ooh
Whoow - waY to hardcore as of now.

Destroying ones own universe. Hmmmm.

Well it has a certain appeal.

Deepness.

Kudos.

Re: Better combat OXP suggestions please

Posted: Wed Feb 09, 2011 11:02 pm
by Smivs
I normally recommend working up through the levels...

Re: Better combat OXP suggestions please

Posted: Wed Feb 09, 2011 11:56 pm
by TGHC
Try changing back to a beam laser!

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 12:30 am
by Azathoth
ooh-ooh wrote:
Playing by joystick so maybe already half cheating, but I'm finding combat with anything less than a bunch of eight ne'er-do-wells a cert, and lots of scooping of goodies is making me seek these situations. So I'm getting addicted to odds-against combat where I win anyway.

For instance if I close to within 300m of an enemy he doesn't dodge anymore. This is obviously not realistic. Is there an obvious OXP will sort this ? The dodging motion before I manage to close to this range is impossible to deal with, and would be impossible to deal with right up to point blank range - yet this IS what I want my opponents to do !!!!!

Stupidly enough.

Have you tried being a pirate?

Those Anacondas with escorts are a tough nut to crack.

In vanilla anyway.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 1:41 am
by Switeck
Oolite v1.75 trunk version seems to have far more maneuvering by NPC ships when you get in close.

My mod (here: https://bb.oolite.space/viewtopic.php?t=8212 ) also increases the odds against the player, but not by giving everything (or anything for that matter!) Military Lasers.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 2:08 am
by TGHC
Park yourself next a navigation beacon and fire at the Corolis, you can take out some vipers as they launch from the docking bay, but you'll find your laser overheating and then the fun starts, you can't dock manually because now you're a fugitive. Let the games commence!

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 7:05 am
by another_commander
Play Cmdr Cheyd's "IronMan" type game: If you get killed, you delete your commander file and start again from Lave and 100Cr. That should boost difficulty to a pretty notable level.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 11:16 am
by Commander McLane
TGHC wrote:
you can't dock manually because now you're a fugitive.
You can't auto-dock, but you can still dock manually.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 8:58 pm
by TGHC
another_commander wrote:
Play Cmdr Cheyd's "IronMan" type game: If you get killed, you delete your commander file and start again from Lave and 100Cr. That should boost difficulty to a pretty notable level.
Now there's a challenge to make elite!

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 9:00 pm
by TGHC
Commander McLane wrote:
TGHC wrote:
you can't dock manually because now you're a fugitive.
You can't auto-dock, but you can still dock manually.
Big oops. I meant auto-dock it was 2.00 am

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 9:30 pm
by ooh-ooh
Thanks for all those suggestions - going pirate had not occured to me.

I suppose this is the beauty of Oo, you choose your own challenge rather than get it spoonfed to you, and build it up in all these OXPs people have created.

I assume Oolite v1.75 trunk version is the next release?

Tell you what I appreciate constantly about Oo is that it switches off instantly without a long rigmarole of questions asking are you sure you want to leave the game? It's just so refreshingly civilised.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 9:35 pm
by Commander McLane
ooh-ooh wrote:
It's just so refreshingly civilised.
:D We certainly like to be civilized.

Re: Better combat OXP suggestions please

Posted: Thu Feb 10, 2011 10:17 pm
by Azathoth
another_commander wrote:
Play Cmdr Cheyd's "IronMan" type game: If you get killed, you delete your commander file and start again from Lave and 100Cr. That should boost difficulty to a pretty notable level.
That was the way I had to play the origonal Elite. For some reason I could not save on my old Electron. Used to play 12 hours( :oops: ) at a time and I think I got to dangerous or maybe deadly, but never elite. Next day it was back to square one. didn't spoil my enjoyment of the game, if anything, it made the game more fun.

Elite was far easier than Oolite though, and I think needed less kills to go up the rankings.

Playing Oolite now I try to only save at the end of a playing session. Gives me a bit of rush during battles knowing I could lose hours of work. I do "cheat" sometimes if I've just competed a mission or bought a flash new ride :)